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v1.90.3-do
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8d0723c2c3 |
2
.github/FUNDING.yml
vendored
2
.github/FUNDING.yml
vendored
@@ -1 +1 @@
|
||||
custom: ['https://github.com/ocornut/imgui/wiki/Funding']
|
||||
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']
|
||||
|
||||
4
.github/workflows/build.yml
vendored
4
.github/workflows/build.yml
vendored
@@ -489,12 +489,12 @@ jobs:
|
||||
popd
|
||||
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
|
||||
|
||||
- name: Build example_glfw_wgpu
|
||||
- name: Build example_emscripten_wgpu
|
||||
run: |
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_glfw_wgpu -f Makefile.emscripten
|
||||
make -C examples/example_emscripten_wgpu -f Makefile.emscripten
|
||||
|
||||
Android:
|
||||
runs-on: ubuntu-22.04
|
||||
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -40,9 +40,8 @@ examples/*.o.tmp
|
||||
examples/*.out.js
|
||||
examples/*.out.wasm
|
||||
examples/example_glfw_opengl3/web/*
|
||||
examples/example_glfw_wgpu/web/*
|
||||
examples/example_glfw_wgpu/external/*
|
||||
examples/example_sdl2_opengl3/web/*
|
||||
examples/example_emscripten_wgpu/web/*
|
||||
|
||||
## JetBrains IDE artifacts
|
||||
.idea
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -1,5 +0,0 @@
|
||||
This is a fork of [Dear ImGui](https://github.com/ocornut/imgui) to style based on Windows 98
|
||||
|
||||
[Compare diff from master](https://github.com/JakeCoxon/imgui-win98/compare/master...JakeCoxon:win98)
|
||||
|
||||

|
||||
@@ -6,7 +6,8 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows)..
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
@@ -423,7 +424,6 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -491,9 +491,8 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
|
||||
switch (ev->type)
|
||||
{
|
||||
@@ -588,7 +587,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
|
||||
|
||||
if (!bd->Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
||||
@@ -6,7 +6,8 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows)..
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
@@ -263,8 +264,6 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
|
||||
|
||||
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -15,6 +16,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -79,6 +81,10 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX10_InitPlatformInterface();
|
||||
static void ImGui_ImplDX10_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
@@ -534,7 +540,6 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -542,6 +547,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
@@ -558,6 +564,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX10_InitPlatformInterface();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -567,24 +575,148 @@ void ImGui_ImplDX10_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX10_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplDX10_ViewportData
|
||||
{
|
||||
IDXGISwapChain* SwapChain;
|
||||
ID3D10RenderTargetView* RTView;
|
||||
|
||||
ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
|
||||
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
|
||||
viewport->RendererUserData = vd;
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
||||
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
||||
IM_ASSERT(hwnd != 0);
|
||||
|
||||
// Create swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferDesc.Width = (UINT)viewport->Size.x;
|
||||
sd.BufferDesc.Height = (UINT)viewport->Size.y;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.BufferCount = 1;
|
||||
sd.OutputWindow = hwnd;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
sd.Flags = 0;
|
||||
|
||||
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
|
||||
|
||||
// Create the render target
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
|
||||
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Release();
|
||||
vd->SwapChain = nullptr;
|
||||
if (vd->RTView)
|
||||
vd->RTView->Release();
|
||||
vd->RTView = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
|
||||
if (vd->RTView)
|
||||
{
|
||||
vd->RTView->Release();
|
||||
vd->RTView = nullptr;
|
||||
}
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer = nullptr;
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
|
||||
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -15,6 +16,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -80,6 +82,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX11_InitPlatformInterface();
|
||||
static void ImGui_ImplDX11_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
@@ -546,7 +552,6 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -554,6 +559,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
@@ -573,6 +579,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX11_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -582,25 +591,149 @@ void ImGui_ImplDX11_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX11_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplDX11_ViewportData
|
||||
{
|
||||
IDXGISwapChain* SwapChain;
|
||||
ID3D11RenderTargetView* RTView;
|
||||
|
||||
ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
|
||||
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
|
||||
viewport->RendererUserData = vd;
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
||||
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
||||
IM_ASSERT(hwnd != 0);
|
||||
|
||||
// Create swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferDesc.Width = (UINT)viewport->Size.x;
|
||||
sd.BufferDesc.Height = (UINT)viewport->Size.y;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.BufferCount = 1;
|
||||
sd.OutputWindow = hwnd;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
sd.Flags = 0;
|
||||
|
||||
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
|
||||
|
||||
// Create the render target
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
|
||||
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Release();
|
||||
vd->SwapChain = nullptr;
|
||||
if (vd->RTView)
|
||||
vd->RTView->Release();
|
||||
vd->RTView = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
|
||||
if (vd->RTView)
|
||||
{
|
||||
vd->RTView->Release();
|
||||
vd->RTView = nullptr;
|
||||
}
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer = nullptr;
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
|
||||
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
@@ -23,6 +25,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -54,7 +57,6 @@
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX12_RenderBuffers;
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
@@ -67,10 +69,7 @@ struct ImGui_ImplDX12_Data
|
||||
ID3D12DescriptorHeap* pd3dSrvDescHeap;
|
||||
UINT numFramesInFlight;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -89,11 +88,88 @@ struct ImGui_ImplDX12_RenderBuffers
|
||||
int VertexBufferSize;
|
||||
};
|
||||
|
||||
// Buffers used for secondary viewports created by the multi-viewports systems
|
||||
struct ImGui_ImplDX12_FrameContext
|
||||
{
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
ID3D12Resource* RenderTarget;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
|
||||
};
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
// Main viewport created by application will only use the Resources field.
|
||||
// Secondary viewports created by this backend will use all the fields (including Window fields),
|
||||
struct ImGui_ImplDX12_ViewportData
|
||||
{
|
||||
// Window
|
||||
ID3D12CommandQueue* CommandQueue;
|
||||
ID3D12GraphicsCommandList* CommandList;
|
||||
ID3D12DescriptorHeap* RtvDescHeap;
|
||||
IDXGISwapChain3* SwapChain;
|
||||
ID3D12Fence* Fence;
|
||||
UINT64 FenceSignaledValue;
|
||||
HANDLE FenceEvent;
|
||||
UINT NumFramesInFlight;
|
||||
ImGui_ImplDX12_FrameContext* FrameCtx;
|
||||
|
||||
// Render buffers
|
||||
UINT FrameIndex;
|
||||
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
|
||||
|
||||
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
|
||||
{
|
||||
CommandQueue = nullptr;
|
||||
CommandList = nullptr;
|
||||
RtvDescHeap = nullptr;
|
||||
SwapChain = nullptr;
|
||||
Fence = nullptr;
|
||||
FenceSignaledValue = 0;
|
||||
FenceEvent = nullptr;
|
||||
NumFramesInFlight = num_frames_in_flight;
|
||||
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
|
||||
FrameIndex = UINT_MAX;
|
||||
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
|
||||
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
FrameCtx[i].CommandAllocator = nullptr;
|
||||
FrameCtx[i].RenderTarget = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
FrameRenderBuffers[i].IndexBuffer = nullptr;
|
||||
FrameRenderBuffers[i].VertexBuffer = nullptr;
|
||||
FrameRenderBuffers[i].VertexBufferSize = 5000;
|
||||
FrameRenderBuffers[i].IndexBufferSize = 10000;
|
||||
}
|
||||
}
|
||||
~ImGui_ImplDX12_ViewportData()
|
||||
{
|
||||
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
|
||||
IM_ASSERT(RtvDescHeap == nullptr);
|
||||
IM_ASSERT(SwapChain == nullptr);
|
||||
IM_ASSERT(Fence == nullptr);
|
||||
IM_ASSERT(FenceEvent == nullptr);
|
||||
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
|
||||
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
|
||||
}
|
||||
|
||||
delete[] FrameCtx; FrameCtx = nullptr;
|
||||
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX12_InitPlatformInterface();
|
||||
static void ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
@@ -167,11 +243,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// FIXME: I'm 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_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->frameIndex = bd->frameIndex + 1;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
|
||||
vd->FrameIndex++;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@@ -678,6 +753,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
|
||||
{
|
||||
SafeRelease(render_buffers->IndexBuffer);
|
||||
SafeRelease(render_buffers->VertexBuffer);
|
||||
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
@@ -689,20 +771,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -710,25 +784,21 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitPlatformInterface();
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->RTVFormat = rtv_format;
|
||||
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->pd3dSrvDescHeap = cbv_srv_heap;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
|
||||
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -739,24 +809,276 @@ void ImGui_ImplDX12_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Manually delete main viewport render resources in-case we haven't initialized for viewports
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
|
||||
{
|
||||
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
||||
IM_DELETE(vd);
|
||||
main_viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
// Clean up windows and device objects
|
||||
ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
|
||||
viewport->RendererUserData = vd;
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
||||
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
||||
IM_ASSERT(hwnd != 0);
|
||||
|
||||
vd->FrameIndex = UINT_MAX;
|
||||
|
||||
// Create command queue.
|
||||
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
|
||||
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
|
||||
HRESULT res = S_OK;
|
||||
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
// Create command allocator.
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
|
||||
{
|
||||
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
|
||||
IM_ASSERT(res == S_OK);
|
||||
}
|
||||
|
||||
// Create command list.
|
||||
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
|
||||
IM_ASSERT(res == S_OK);
|
||||
vd->CommandList->Close();
|
||||
|
||||
// Create fence.
|
||||
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||
IM_ASSERT(vd->FenceEvent != nullptr);
|
||||
|
||||
// Create swap chain
|
||||
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
|
||||
DXGI_SWAP_CHAIN_DESC1 sd1;
|
||||
ZeroMemory(&sd1, sizeof(sd1));
|
||||
sd1.BufferCount = bd->numFramesInFlight;
|
||||
sd1.Width = (UINT)viewport->Size.x;
|
||||
sd1.Height = (UINT)viewport->Size.y;
|
||||
sd1.Format = bd->RTVFormat;
|
||||
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd1.SampleDesc.Count = 1;
|
||||
sd1.SampleDesc.Quality = 0;
|
||||
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd1.Scaling = DXGI_SCALING_NONE;
|
||||
sd1.Stereo = FALSE;
|
||||
|
||||
IDXGIFactory4* dxgi_factory = nullptr;
|
||||
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
IDXGISwapChain1* swap_chain = nullptr;
|
||||
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
dxgi_factory->Release();
|
||||
|
||||
// Or swapChain.As(&mSwapChain)
|
||||
IM_ASSERT(vd->SwapChain == nullptr);
|
||||
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
|
||||
swap_chain->Release();
|
||||
|
||||
// Create the render targets
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = bd->numFramesInFlight;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
|
||||
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
|
||||
IM_ASSERT(hr == S_OK);
|
||||
|
||||
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
|
||||
rtv_handle.ptr += rtv_descriptor_size;
|
||||
}
|
||||
|
||||
ID3D12Resource* back_buffer;
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
|
||||
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
vd->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
||||
}
|
||||
|
||||
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
|
||||
{
|
||||
HRESULT hr = S_FALSE;
|
||||
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
|
||||
{
|
||||
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
|
||||
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
::WaitForSingleObject(vd->FenceEvent, INFINITE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
ImGui_WaitForPendingOperations(vd);
|
||||
|
||||
SafeRelease(vd->CommandQueue);
|
||||
SafeRelease(vd->CommandList);
|
||||
SafeRelease(vd->SwapChain);
|
||||
SafeRelease(vd->RtvDescHeap);
|
||||
SafeRelease(vd->Fence);
|
||||
::CloseHandle(vd->FenceEvent);
|
||||
vd->FenceEvent = nullptr;
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
SafeRelease(vd->FrameCtx[i].RenderTarget);
|
||||
SafeRelease(vd->FrameCtx[i].CommandAllocator);
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
||||
}
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
||||
|
||||
ImGui_WaitForPendingOperations(vd);
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(vd->FrameCtx[i].RenderTarget);
|
||||
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D12Resource* back_buffer = nullptr;
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
vd->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
||||
|
||||
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
|
||||
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
|
||||
|
||||
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
|
||||
// Draw
|
||||
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
|
||||
|
||||
frame_context->CommandAllocator->Reset();
|
||||
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
|
||||
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
|
||||
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
||||
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->Close();
|
||||
|
||||
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
|
||||
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
|
||||
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
||||
|
||||
vd->SwapChain->Present(0, 0);
|
||||
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
|
||||
::SwitchToThread();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_dx12.cpp file for details.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -15,6 +16,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -76,6 +78,12 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX9_InitPlatformInterface();
|
||||
static void ImGui_ImplDX9_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
@@ -272,6 +280,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
|
||||
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
|
||||
if (global_vtx_offset == 0)
|
||||
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
|
||||
|
||||
// Restore the DX9 transform
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
@@ -285,7 +298,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -293,10 +305,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX9_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -306,11 +322,12 @@ void ImGui_ImplDX9_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX9_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -384,6 +401,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -395,17 +413,160 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplDX9_ViewportData
|
||||
{
|
||||
IDirect3DSwapChain9* SwapChain;
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
|
||||
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
|
||||
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
|
||||
viewport->RendererUserData = vd;
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
||||
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
||||
IM_ASSERT(hwnd != 0);
|
||||
|
||||
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
|
||||
vd->d3dpp.Windowed = TRUE;
|
||||
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
|
||||
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
|
||||
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
vd->d3dpp.hDeviceWindow = hwnd;
|
||||
vd->d3dpp.EnableAutoDepthStencil = FALSE;
|
||||
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
|
||||
|
||||
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
|
||||
IM_ASSERT(hr == D3D_OK);
|
||||
IM_ASSERT(vd->SwapChain != nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
|
||||
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Release();
|
||||
vd->SwapChain = nullptr;
|
||||
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
vd->SwapChain->Release();
|
||||
vd->SwapChain = nullptr;
|
||||
vd->d3dpp.BackBufferWidth = (UINT)size.x;
|
||||
vd->d3dpp.BackBufferHeight = (UINT)size.y;
|
||||
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
|
||||
IM_ASSERT(hr == D3D_OK);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
LPDIRECT3DSURFACE9 render_target = nullptr;
|
||||
LPDIRECT3DSURFACE9 last_render_target = nullptr;
|
||||
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
|
||||
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
|
||||
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
|
||||
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
|
||||
bd->pd3dDevice->SetRenderTarget(0, render_target);
|
||||
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
|
||||
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
|
||||
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
|
||||
|
||||
// Restore render target
|
||||
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
|
||||
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
|
||||
render_target->Release();
|
||||
last_render_target->Release();
|
||||
if (last_depth_stencil) last_depth_stencil->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
|
||||
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
|
||||
// Let main application handle D3DERR_DEVICELOST by resetting the device.
|
||||
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
if (!platform_io.Viewports[i]->RendererUserData)
|
||||
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
if (platform_io.Viewports[i]->RendererUserData)
|
||||
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -9,6 +9,10 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -20,6 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
@@ -28,6 +33,7 @@
|
||||
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
|
||||
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
|
||||
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
|
||||
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
|
||||
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
|
||||
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
|
||||
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
|
||||
@@ -85,15 +91,11 @@
|
||||
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
#ifndef GLFW_EXPOSE_NATIVE_COCOA
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
@@ -104,11 +106,29 @@
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
|
||||
#define GLFW_HAS_VULKAN (0)
|
||||
#else
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
#endif
|
||||
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
|
||||
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
|
||||
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
|
||||
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
|
||||
#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
|
||||
#else
|
||||
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
@@ -129,8 +149,10 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWwindow* MouseWindow;
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
bool WantUpdateMonitors;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
@@ -145,7 +167,7 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -163,6 +185,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplGlfw_UpdateMonitors();
|
||||
static void ImGui_ImplGlfw_InitPlatformInterface();
|
||||
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
@@ -388,6 +415,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
|
||||
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -413,6 +443,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
x += window_x;
|
||||
y += window_y;
|
||||
}
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
@@ -451,7 +488,8 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
{
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->WantUpdateMonitors = true;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -473,32 +511,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
@@ -556,7 +569,6 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
@@ -566,9 +578,16 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
#ifndef __EMSCRIPTEN__
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#endif
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
#endif
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
@@ -610,8 +629,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)bd->Window;
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
@@ -619,11 +643,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplGlfw_InitPlatformInterface();
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->PrevWndProc != nullptr);
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
@@ -652,6 +678,8 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -661,16 +689,16 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
// Windows: restore our WndProc hook
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
||||
bd->PrevWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -678,10 +706,15 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
ImGuiViewport* viewport = platform_io.Viewports[n];
|
||||
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
@@ -690,19 +723,53 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int window_x, window_y;
|
||||
glfwGetWindowPos(window, &window_x, &window_y);
|
||||
mouse_x += window_x;
|
||||
mouse_y += window_y;
|
||||
}
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
||||
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
|
||||
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
||||
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
||||
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
||||
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
||||
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH
|
||||
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
||||
#endif
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
|
||||
mouse_viewport_id = viewport->ID;
|
||||
#else
|
||||
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
||||
#endif
|
||||
}
|
||||
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
@@ -713,9 +780,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
@@ -784,11 +852,53 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
bd->WantUpdateMonitors = false;
|
||||
|
||||
int monitors_count = 0;
|
||||
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
||||
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
|
||||
return;
|
||||
|
||||
platform_io.Monitors.resize(0);
|
||||
for (int n = 0; n < monitors_count; n++)
|
||||
{
|
||||
ImGuiPlatformMonitor monitor;
|
||||
int x, y;
|
||||
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
|
||||
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
|
||||
if (vid_mode == nullptr)
|
||||
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
||||
#if GLFW_HAS_MONITOR_WORK_AREA
|
||||
int w, h;
|
||||
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
|
||||
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
|
||||
{
|
||||
monitor.WorkPos = ImVec2((float)x, (float)y);
|
||||
monitor.WorkSize = ImVec2((float)w, (float)h);
|
||||
}
|
||||
#endif
|
||||
#if GLFW_HAS_PER_MONITOR_DPI
|
||||
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
||||
float x_scale, y_scale;
|
||||
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
|
||||
monitor.DpiScale = x_scale;
|
||||
#endif
|
||||
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@@ -798,6 +908,8 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
||||
@@ -839,7 +951,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
|
||||
{
|
||||
IM_ASSERT(canvas_selector != nullptr);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
bd->CanvasSelector = canvas_selector;
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
|
||||
@@ -850,6 +962,399 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplGlfw_ViewportData
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
#ifdef _WIN32
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
viewport->PlatformRequestClose = true;
|
||||
}
|
||||
|
||||
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
|
||||
// However: depending on the platform the callback may be invoked at different time:
|
||||
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
|
||||
// - on Linux it is queued and invoked during glfwPollEvents()
|
||||
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
|
||||
// ignore recent glfwSetWindowXXX() calls.
|
||||
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
|
||||
//data->IgnoreWindowPosEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
}
|
||||
viewport->PlatformRequestMove = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
|
||||
//data->IgnoreWindowSizeEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
}
|
||||
viewport->PlatformRequestResize = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
|
||||
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
||||
glfwWindowHint(GLFW_VISIBLE, false);
|
||||
glfwWindowHint(GLFW_FOCUSED, false);
|
||||
#if GLFW_HAS_FOCUS_ON_SHOW
|
||||
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
||||
#endif
|
||||
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
||||
#if GLFW_HAS_WINDOW_TOPMOST
|
||||
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
||||
#endif
|
||||
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
|
||||
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
|
||||
vd->WindowOwned = true;
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
#ifdef _WIN32
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
|
||||
#endif
|
||||
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
|
||||
// Install GLFW callbacks for secondary viewports
|
||||
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
||||
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
|
||||
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
||||
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
|
||||
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
glfwSwapInterval(0);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (vd->WindowOwned)
|
||||
{
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
|
||||
#endif
|
||||
|
||||
// Release any keys that were pressed in the window being destroyed and are still held down,
|
||||
// because we will not receive any release events after window is destroyed.
|
||||
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
|
||||
if (bd->KeyOwnerWindows[i] == vd->Window)
|
||||
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
||||
|
||||
glfwDestroyWindow(vd->Window);
|
||||
}
|
||||
vd->Window = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
|
||||
#if defined(_WIN32)
|
||||
// GLFW hack: Hide icon from task bar
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style &= ~WS_EX_APPWINDOW;
|
||||
ex_style |= WS_EX_TOOLWINDOW;
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// GLFW hack: install hook for WM_NCHITTEST message handler
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
||||
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
||||
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
#if !GLFW_HAS_FOCUS_ON_SHOW
|
||||
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
|
||||
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
|
||||
// See https://github.com/glfw/glfw/issues/1189
|
||||
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
{
|
||||
::ShowWindow(hwnd, SW_SHOWNA);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
glfwShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
int x = 0, y = 0;
|
||||
glfwGetWindowPos(vd->Window, &x, &y);
|
||||
return ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
int w = 0, h = 0;
|
||||
glfwGetWindowSize(vd->Window, &w, &h);
|
||||
return ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
||||
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
|
||||
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
|
||||
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
|
||||
// on the upper-left corner.
|
||||
int x, y, width, height;
|
||||
glfwGetWindowPos(vd->Window, &x, &y);
|
||||
glfwGetWindowSize(vd->Window, &width, &height);
|
||||
glfwSetWindowPos(vd->Window, x, y - height + size.y);
|
||||
#endif
|
||||
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
glfwSetWindowTitle(vd->Window, title);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
#if GLFW_HAS_FOCUS_WINDOW
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
glfwFocusWindow(vd->Window);
|
||||
#else
|
||||
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
|
||||
(void)viewport;
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
|
||||
}
|
||||
|
||||
#if GLFW_HAS_WINDOW_ALPHA
|
||||
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
glfwSetWindowOpacity(vd->Window, alpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(vd->Window);
|
||||
glfwSwapBuffers(vd->Window);
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Avoid including <vulkan.h> so we can build without it
|
||||
#if GLFW_HAS_VULKAN
|
||||
#ifndef VULKAN_H_
|
||||
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
|
||||
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
|
||||
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
|
||||
#else
|
||||
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
|
||||
#endif
|
||||
VK_DEFINE_HANDLE(VkInstance)
|
||||
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
|
||||
struct VkAllocationCallbacks;
|
||||
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
||||
#endif // VULKAN_H_
|
||||
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
|
||||
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
IM_UNUSED(bd);
|
||||
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
|
||||
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return (int)err;
|
||||
}
|
||||
#endif // GLFW_HAS_VULKAN
|
||||
|
||||
static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
|
||||
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
|
||||
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
|
||||
#if GLFW_HAS_WINDOW_ALPHA
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
|
||||
#endif
|
||||
#if GLFW_HAS_VULKAN
|
||||
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
|
||||
#endif
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
||||
vd->Window = bd->Window;
|
||||
vd->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = (void*)bd->Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
|
||||
#ifdef _WIN32
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
WNDPROC prev_wndproc = bd->PrevWndProc;
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport != NULL)
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
prev_wndproc = vd->PrevWndProc;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
||||
case WM_NCHITTEST:
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
||||
return HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif // #ifdef _WIN32
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -1,13 +1,18 @@
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
@@ -167,7 +167,6 @@ static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
|
||||
bool ImGui_ImplGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
#ifdef FREEGLUT
|
||||
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -15,6 +16,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||
@@ -38,6 +40,12 @@
|
||||
#import <time.h>
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplMetal_InitPlatformInterface();
|
||||
static void ImGui_ImplMetal_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
|
||||
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
|
||||
#pragma mark - Support classes
|
||||
|
||||
// A wrapper around a MTLBuffer object that knows the last time it was reused
|
||||
@@ -79,6 +87,7 @@ struct ImGui_ImplMetal_Data
|
||||
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
@@ -124,18 +133,19 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplMetal_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -143,19 +153,20 @@ void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGui_ImplMetal_ShutdownPlatformInterface();
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
|
||||
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
@@ -367,6 +378,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
@@ -376,9 +388,155 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
#pragma mark - Multi-viewport support
|
||||
|
||||
#import <QuartzCore/CAMetalLayer.h>
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiViewportDataMetal
|
||||
{
|
||||
CAMetalLayer* MetalLayer;
|
||||
id<MTLCommandQueue> CommandQueue;
|
||||
MTLRenderPassDescriptor* RenderPassDescriptor;
|
||||
void* Handle = nullptr;
|
||||
bool FirstFrame = true;
|
||||
};
|
||||
|
||||
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
|
||||
viewport->RendererUserData = data;
|
||||
|
||||
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
|
||||
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
|
||||
IM_ASSERT(handle != nullptr);
|
||||
|
||||
id<MTLDevice> device = bd->SharedMetalContext.device;
|
||||
CAMetalLayer* layer = [CAMetalLayer layer];
|
||||
layer.device = device;
|
||||
layer.framebufferOnly = YES;
|
||||
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
|
||||
#if TARGET_OS_OSX
|
||||
NSWindow* window = (__bridge NSWindow*)handle;
|
||||
NSView* view = window.contentView;
|
||||
view.layer = layer;
|
||||
view.wantsLayer = YES;
|
||||
#endif
|
||||
data->MetalLayer = layer;
|
||||
data->CommandQueue = [device newCommandQueue];
|
||||
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
|
||||
data->Handle = handle;
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
|
||||
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
|
||||
IM_DELETE(data);
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
|
||||
{
|
||||
return CGSizeMake(size.width * scale, size.height * scale);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
|
||||
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
|
||||
NSWindow* window = (__bridge NSWindow*)handle;
|
||||
|
||||
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
|
||||
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
|
||||
{
|
||||
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
|
||||
// approximately 1 second if the Metal layer is completely occluded.
|
||||
return;
|
||||
}
|
||||
data->FirstFrame = false;
|
||||
|
||||
viewport->DpiScale = (float)window.backingScaleFactor;
|
||||
if (data->MetalLayer.contentsScale != viewport->DpiScale)
|
||||
{
|
||||
data->MetalLayer.contentsScale = viewport->DpiScale;
|
||||
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
|
||||
}
|
||||
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
|
||||
#endif
|
||||
|
||||
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
|
||||
if (drawable == nil)
|
||||
return;
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
|
||||
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
|
||||
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
if (!platform_io.Viewports[i]->RendererUserData)
|
||||
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
if (platform_io.Viewports[i]->RendererUserData)
|
||||
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
|
||||
}
|
||||
|
||||
#pragma mark - MetalBuffer implementation
|
||||
|
||||
@implementation MetalBuffer
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -22,6 +23,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -79,17 +81,24 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -100,16 +109,18 @@ void ImGui_ImplOpenGL2_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
@@ -294,6 +305,35 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
@@ -22,8 +23,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
|
||||
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
|
||||
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
|
||||
@@ -179,10 +179,9 @@
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
|
||||
// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
|
||||
#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
|
||||
@@ -233,7 +232,6 @@ struct ImGui_ImplOpenGL3_Data
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
bool HasPolygonMode;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
|
||||
@@ -247,6 +245,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
|
||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
@@ -275,7 +277,6 @@ struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize our loader
|
||||
@@ -299,13 +300,16 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
bd->GlProfileIsES2 = true;
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (bd->GlVersion >= 320)
|
||||
@@ -315,9 +319,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#else
|
||||
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
@@ -332,13 +333,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||
@@ -364,9 +366,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
|
||||
#endif
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
@@ -379,6 +378,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
}
|
||||
#endif
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -388,17 +390,18 @@ void ImGui_ImplOpenGL3_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
@@ -420,9 +423,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
if (bd->HasPolygonMode)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
@@ -510,8 +512,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
@@ -649,10 +651,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
|
||||
if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
|
||||
#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
|
||||
{
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
||||
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
}
|
||||
#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
@@ -750,7 +760,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
GLint last_pixel_unpack_buffer = 0;
|
||||
GLint last_pixel_unpack_buffer;
|
||||
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
@@ -945,6 +955,34 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
@@ -41,9 +42,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
|
||||
// Specific OpenGL ES versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
|
||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
|
||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
|
||||
@@ -18,7 +18,7 @@
|
||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
@@ -118,7 +118,7 @@ extern "C" {
|
||||
** included as <GL/glcorearb.h>.
|
||||
**
|
||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** can be supported by the core profile. It does not, and never will
|
||||
** include functionality removed from the core profile, such as
|
||||
** fixed-function vertex and fragment processing.
|
||||
@@ -260,6 +260,8 @@ typedef khronos_intptr_t GLintptr;
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
@@ -346,10 +348,6 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean
|
||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#endif
|
||||
#endif /* GL_VERSION_2_0 */
|
||||
#ifndef GL_VERSION_2_1
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
#endif /* GL_VERSION_2_1 */
|
||||
#ifndef GL_VERSION_3_0
|
||||
typedef khronos_uint16_t GLhalf;
|
||||
#define GL_MAJOR_VERSION 0x821B
|
||||
@@ -665,123 +663,31 @@ static GL3WglProc get_proc(const char *proc)
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void* libgl; // OpenGL library
|
||||
static void* libglx; // GLX library
|
||||
static void* libegl; // EGL library
|
||||
static GL3WGetProcAddressProc gl_get_proc_address;
|
||||
static void *libgl;
|
||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||
|
||||
static void close_libgl(void)
|
||||
static int open_libgl(void)
|
||||
{
|
||||
if (libgl) {
|
||||
dlclose(libgl);
|
||||
libgl = NULL;
|
||||
}
|
||||
if (libegl) {
|
||||
dlclose(libegl);
|
||||
libegl = NULL;
|
||||
}
|
||||
if (libglx) {
|
||||
dlclose(libglx);
|
||||
libglx = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static int is_library_loaded(const char* name, void** lib)
|
||||
{
|
||||
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
|
||||
return *lib != NULL;
|
||||
}
|
||||
|
||||
static int open_libs(void)
|
||||
{
|
||||
// On Linux we have two APIs to get process addresses: EGL and GLX.
|
||||
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
|
||||
|
||||
libgl = NULL;
|
||||
libegl = NULL;
|
||||
libglx = NULL;
|
||||
|
||||
// First check what's already loaded, the windowing library might have
|
||||
// already loaded either EGL or GLX and we want to use the same one.
|
||||
|
||||
if (is_library_loaded("libEGL.so.1", &libegl) ||
|
||||
is_library_loaded("libGLX.so.0", &libglx)) {
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
}
|
||||
|
||||
if (is_library_loaded("libGL.so", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.1", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.3", &libgl))
|
||||
return GL3W_OK;
|
||||
|
||||
// Neither is already loaded, so we have to load one. Try EGL first
|
||||
// because it is supported under both X11 and Wayland.
|
||||
|
||||
// Load OpenGL + EGL
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl && libegl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
|
||||
// Fall back to legacy libGL, which includes GLX
|
||||
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
|
||||
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
int res = open_libs();
|
||||
if (res)
|
||||
return res;
|
||||
|
||||
if (libegl)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
|
||||
else if (libglx)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
|
||||
else
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
|
||||
if (!gl_get_proc_address) {
|
||||
close_libgl();
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static GL3WglProc get_proc(const char* proc)
|
||||
static void close_libgl(void) { dlclose(libgl); }
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res = NULL;
|
||||
|
||||
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
|
||||
// functions and may return a dummy function if we try, so try to load the
|
||||
// function from the GL library directly first.
|
||||
if (libegl)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
GL3WglProc res;
|
||||
res = glx_get_proc_address((const GLubyte *)proc);
|
||||
if (!res)
|
||||
res = gl_get_proc_address(proc);
|
||||
|
||||
if (!libegl && !res)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// - [ ] Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// - [ ] Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -29,6 +31,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
|
||||
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
|
||||
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
|
||||
@@ -80,16 +83,21 @@ struct ImGui_ImplOSX_Data
|
||||
KeyEventResponder* KeyEventResponder;
|
||||
NSTextInputContext* InputContext;
|
||||
id Monitor;
|
||||
NSWindow* Window;
|
||||
|
||||
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOSX_InitPlatformInterface();
|
||||
static void ImGui_ImplOSX_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplOSX_UpdateMonitors();
|
||||
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
@@ -133,12 +141,28 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
- (void)updateImePosWithView:(NSView *)view
|
||||
{
|
||||
NSWindow *window = view.window;
|
||||
NSWindow* window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
NSRect frame = window.frame;
|
||||
NSRect contentRect = window.contentLayoutRect;
|
||||
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
|
||||
contentRect = frame;
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
_imeRect = NSMakeRect(_posX, _posY, 0, 0);
|
||||
_imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect()
|
||||
}
|
||||
else
|
||||
{
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
@@ -233,6 +257,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
|
||||
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
|
||||
- (void)displaysDidChange:(NSNotification*)aNotification;
|
||||
|
||||
@end
|
||||
|
||||
@@ -250,6 +275,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
io.AddFocusEvent(false);
|
||||
}
|
||||
|
||||
- (void)displaysDidChange:(NSNotification*)aNotification
|
||||
{
|
||||
ImGui_ImplOSX_UpdateMonitors();
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
// Functions
|
||||
@@ -391,17 +421,23 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
|
||||
bool ImGui_ImplOSX_Init(NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
bd->Observer = [ImGuiObserver new];
|
||||
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
|
||||
ImGui_ImplOSX_UpdateMonitors();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOSX_InitPlatformInterface();
|
||||
|
||||
// Load cursors. Some of them are undocumented.
|
||||
bd->MouseCursorHidden = false;
|
||||
@@ -491,12 +527,12 @@ void ImGui_ImplOSX_Shutdown()
|
||||
bd->Monitor = nullptr;
|
||||
}
|
||||
|
||||
ImGui_ImplOSX_ShutdownPlatformInterface();
|
||||
ImGui_ImplOSX_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
@@ -535,6 +571,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
static void ImGui_ImplOSX_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
@@ -601,7 +638,6 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size
|
||||
@@ -673,14 +709,23 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
|
||||
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
|
||||
{
|
||||
NSPoint mousePoint = event.locationInWindow;
|
||||
if (event.window == nil)
|
||||
mousePoint = [[view window] convertPointFromScreen:mousePoint];
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
||||
if ([view isFlipped])
|
||||
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
|
||||
NSPoint mousePoint;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
mousePoint = NSEvent.mouseLocation;
|
||||
mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display.
|
||||
}
|
||||
else
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
{
|
||||
mousePoint = event.locationInWindow;
|
||||
if (event.window == nil)
|
||||
mousePoint = [[view window] convertPointFromScreen:mousePoint];
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view
|
||||
if ([view isFlipped])
|
||||
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
|
||||
else
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
}
|
||||
io.AddMouseSourceEvent(GetMouseSource(event));
|
||||
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
|
||||
return io.WantCaptureMouse;
|
||||
@@ -808,6 +853,294 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
|
||||
}];
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiViewportDataOSX
|
||||
{
|
||||
NSWindow* Window;
|
||||
bool WindowOwned;
|
||||
|
||||
ImGuiViewportDataOSX() { WindowOwned = false; }
|
||||
~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); }
|
||||
};
|
||||
|
||||
@interface ImGui_ImplOSX_Window: NSWindow
|
||||
@end
|
||||
|
||||
@implementation ImGui_ImplOSX_Window
|
||||
|
||||
- (BOOL)canBecomeKeyWindow
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
static void ConvertNSRect(NSRect* r)
|
||||
{
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
|
||||
r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
|
||||
viewport->PlatformUserData = data;
|
||||
|
||||
NSScreen* screen = bd->Window.screen;
|
||||
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
|
||||
ConvertNSRect(&rect);
|
||||
|
||||
NSWindowStyleMask styleMask = 0;
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
|
||||
styleMask |= NSWindowStyleMaskBorderless;
|
||||
else
|
||||
styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable;
|
||||
|
||||
NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect
|
||||
styleMask:styleMask
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:YES
|
||||
screen:screen];
|
||||
if (viewport->Flags & ImGuiViewportFlags_TopMost)
|
||||
[window setLevel:NSFloatingWindowLevel];
|
||||
|
||||
window.title = @"Untitled";
|
||||
window.opaque = YES;
|
||||
|
||||
KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect];
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
[view setWantsBestResolutionOpenGLSurface:YES];
|
||||
|
||||
window.contentView = view;
|
||||
|
||||
data->Window = window;
|
||||
data->WindowOwned = true;
|
||||
viewport->PlatformRequestResize = false;
|
||||
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw;
|
||||
window = nil;
|
||||
|
||||
if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData)
|
||||
{
|
||||
NSWindow* window = data->Window;
|
||||
if (window != nil && data->WindowOwned)
|
||||
{
|
||||
window.contentView = nil;
|
||||
window.contentViewController = nil;
|
||||
[window orderOut:nil];
|
||||
}
|
||||
data->Window = nil;
|
||||
IM_DELETE(data);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
[data->Window orderFront:nil];
|
||||
else
|
||||
[data->Window makeKeyAndOrderFront:nil];
|
||||
|
||||
[data->Window setIsVisible:YES];
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSRect frame = window.frame;
|
||||
NSRect contentRect = window.contentLayoutRect;
|
||||
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
|
||||
contentRect = frame;
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSSize size = window.frame.size;
|
||||
|
||||
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
|
||||
ConvertNSRect(&r);
|
||||
[window setFrameOrigin:r.origin];
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSSize size = window.contentLayoutRect.size;
|
||||
return ImVec2(size.width, size.height);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
NSWindow* window = data->Window;
|
||||
NSRect rect = window.frame;
|
||||
rect.origin.y -= (size.y - rect.size.height);
|
||||
rect.size.width = size.x;
|
||||
rect.size.height = size.y;
|
||||
[window setFrame:rect display:YES];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
[data->Window makeKeyAndOrderFront:bd->Window];
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
return data->Window.isKeyWindow;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
return data->Window.isMiniaturized;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
data->Window.title = [NSString stringWithUTF8String:title];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
|
||||
|
||||
data->Window.alphaValue = alpha;
|
||||
}
|
||||
|
||||
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
|
||||
IM_ASSERT(data->Window != 0);
|
||||
|
||||
return data->Window.backingScaleFactor;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMonitors()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
|
||||
|
||||
for (NSScreen* screen in NSScreen.screens)
|
||||
{
|
||||
NSRect frame = screen.frame;
|
||||
NSRect visibleFrame = screen.visibleFrame;
|
||||
ConvertNSRect(&frame);
|
||||
ConvertNSRect(&visibleFrame);
|
||||
|
||||
ImGuiPlatformMonitor imgui_monitor;
|
||||
imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y);
|
||||
imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height);
|
||||
imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y);
|
||||
imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height);
|
||||
imgui_monitor.DpiScale = screen.backingScaleFactor;
|
||||
imgui_monitor.PlatformHandle = (__bridge_retained void*)screen;
|
||||
|
||||
platform_io.Monitors.push_back(imgui_monitor);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_InitPlatformInterface()
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle;
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha;
|
||||
platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
|
||||
data->Window = bd->Window;
|
||||
data->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
|
||||
|
||||
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
|
||||
selector:@selector(displaysDidChange:)
|
||||
name:NSApplicationDidChangeScreenParametersNotification
|
||||
object:nil];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
|
||||
name:NSApplicationDidChangeScreenParametersNotification
|
||||
object:nil];
|
||||
bd->Observer = nullptr;
|
||||
bd->Window = nullptr;
|
||||
if (bd->Monitor != nullptr)
|
||||
{
|
||||
[NSEvent removeMonitor:bd->Monitor];
|
||||
bd->Monitor = nullptr;
|
||||
}
|
||||
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
|
||||
IM_DELETE(data);
|
||||
main_viewport->PlatformUserData = nullptr;
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features:
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -21,6 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
@@ -47,7 +51,7 @@
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
@@ -88,6 +92,7 @@
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
@@ -99,7 +104,15 @@
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
|
||||
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
|
||||
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
|
||||
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
|
||||
#if !SDL_HAS_VULKAN
|
||||
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
@@ -108,6 +121,8 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
@@ -116,6 +131,7 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
@@ -134,6 +150,11 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL2_UpdateMonitors();
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
@@ -150,13 +171,13 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.x = (int)(data->InputPos.x - viewport->Pos.x);
|
||||
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
@@ -306,15 +327,21 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
|
||||
mouse_pos.x += window_x;
|
||||
mouse_pos.y += window_y;
|
||||
}
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
@@ -366,6 +393,15 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
#if SDL_HAS_DISPLAY_EVENT
|
||||
case SDL_DISPLAYEVENT:
|
||||
{
|
||||
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
|
||||
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
|
||||
bd->WantUpdateMonitors = true;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
@@ -383,8 +419,19 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
|
||||
{
|
||||
if (window_event == SDL_WINDOWEVENT_CLOSE)
|
||||
viewport->PlatformRequestClose = true;
|
||||
if (window_event == SDL_WINDOWEVENT_MOVED)
|
||||
viewport->PlatformRequestMove = true;
|
||||
if (window_event == SDL_WINDOWEVENT_RESIZED)
|
||||
viewport->PlatformRequestResize = true;
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
@@ -397,10 +444,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
@@ -418,12 +464,23 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
if (mouse_can_use_global_state)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Renderer = renderer;
|
||||
|
||||
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
|
||||
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
#ifndef __APPLE__
|
||||
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
|
||||
#else
|
||||
bd->MouseCanReportHoveredViewport = false;
|
||||
#endif
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
@@ -448,6 +505,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)window;
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
@@ -481,13 +539,17 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
|
||||
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
|
||||
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
@@ -495,7 +557,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
|
||||
return false;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
bd->UseVulkan = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
@@ -503,22 +569,22 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
@@ -529,6 +595,8 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -537,10 +605,11 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -551,25 +620,57 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
|
||||
#else
|
||||
SDL_Window* focused_window = bd->Window;
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
{
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
|
||||
else
|
||||
#endif
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int mouse_x, mouse_y, window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
{
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_y;
|
||||
}
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
||||
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
||||
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
||||
{
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
|
||||
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
|
||||
mouse_viewport_id = mouse_viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
@@ -703,10 +804,43 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
|
||||
static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
bd->WantUpdateMonitors = false;
|
||||
int display_count = SDL_GetNumVideoDisplays();
|
||||
for (int n = 0; n < display_count; n++)
|
||||
{
|
||||
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
||||
ImGuiPlatformMonitor monitor;
|
||||
SDL_Rect r;
|
||||
SDL_GetDisplayBounds(n, &r);
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
|
||||
SDL_GetDisplayUsableBounds(n, &r);
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#endif
|
||||
#if SDL_HAS_PER_MONITOR_DPI
|
||||
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
|
||||
// DpiScale to cocoa_window.backingScaleFactor here.
|
||||
float dpi = 0.0f;
|
||||
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
|
||||
monitor.DpiScale = dpi / 96.0f;
|
||||
#endif
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
@@ -723,6 +857,10 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Update monitors
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplSDL2_UpdateMonitors();
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
@@ -739,6 +877,13 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
|
||||
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
|
||||
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
@@ -746,6 +891,253 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplSDL2_ViewportData
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
bool WindowOwned;
|
||||
SDL_GLContext GLContext;
|
||||
|
||||
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
|
||||
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
|
||||
|
||||
// Share GL resources with main context
|
||||
bool use_opengl = (main_viewport_data->GLContext != nullptr);
|
||||
SDL_GLContext backup_context = nullptr;
|
||||
if (use_opengl)
|
||||
{
|
||||
backup_context = SDL_GL_GetCurrentContext();
|
||||
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
|
||||
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
|
||||
}
|
||||
|
||||
Uint32 sdl_flags = 0;
|
||||
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
|
||||
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
sdl_flags |= SDL_WINDOW_HIDDEN;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
|
||||
#if !defined(_WIN32)
|
||||
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
|
||||
#endif
|
||||
#if SDL_HAS_ALWAYS_ON_TOP
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
|
||||
#endif
|
||||
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
|
||||
vd->WindowOwned = true;
|
||||
if (use_opengl)
|
||||
{
|
||||
vd->GLContext = SDL_GL_CreateContext(vd->Window);
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
}
|
||||
if (use_opengl && backup_context)
|
||||
SDL_GL_MakeCurrent(vd->Window, backup_context);
|
||||
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(vd->Window, &info))
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
viewport->PlatformHandleRaw = info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (vd->GLContext && vd->WindowOwned)
|
||||
SDL_GL_DeleteContext(vd->GLContext);
|
||||
if (vd->Window && vd->WindowOwned)
|
||||
SDL_DestroyWindow(vd->Window);
|
||||
vd->GLContext = nullptr;
|
||||
vd->Window = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
#if defined(_WIN32)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Hide icon from task bar
|
||||
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style &= ~WS_EX_APPWINDOW;
|
||||
ex_style |= WS_EX_TOOLWINDOW;
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// SDL hack: SDL always activate/focus windows :/
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
{
|
||||
::ShowWindow(hwnd, SW_SHOWNA);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
int x = 0, y = 0;
|
||||
SDL_GetWindowPosition(vd->Window, &x, &y);
|
||||
return ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
int w = 0, h = 0;
|
||||
SDL_GetWindowSize(vd->Window, &w, &h);
|
||||
return ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowTitle(vd->Window, title);
|
||||
}
|
||||
|
||||
#if SDL_HAS_WINDOW_ALPHA
|
||||
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowOpacity(vd->Window, alpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_RaiseWindow(vd->Window);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
if (vd->GLContext)
|
||||
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
if (vd->GLContext)
|
||||
{
|
||||
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
|
||||
SDL_GL_SwapWindow(vd->Window);
|
||||
}
|
||||
}
|
||||
|
||||
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
||||
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
|
||||
#if SDL_HAS_VULKAN
|
||||
#include <SDL_vulkan.h>
|
||||
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
||||
{
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
(void)vk_allocator;
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
#endif // SDL_HAS_VULKAN
|
||||
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
|
||||
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
|
||||
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
|
||||
#if SDL_HAS_WINDOW_ALPHA
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
|
||||
#endif
|
||||
#if SDL_HAS_VULKAN
|
||||
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
|
||||
#endif
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
|
||||
vd->Window = window;
|
||||
vd->WindowID = SDL_GetWindowID(window);
|
||||
vd->WindowOwned = false;
|
||||
vd->GLContext = sdl_gl_context;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = vd->Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -8,7 +8,10 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features:
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -9,8 +9,10 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
|
||||
// Missing features:
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -22,7 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
@@ -60,14 +62,6 @@
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
|
||||
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
|
||||
#ifndef SDLK_APOSTROPHE
|
||||
#define SDLK_APOSTROPHE SDLK_QUOTE
|
||||
#endif
|
||||
#ifndef SDLK_GRAVE
|
||||
#define SDLK_GRAVE SDLK_BACKQUOTE
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL3_Data
|
||||
{
|
||||
@@ -75,6 +69,8 @@ struct ImGui_ImplSDL3_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
@@ -83,11 +79,12 @@ struct ImGui_ImplSDL3_Data
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MousePendingLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
ImGui_ImplSDL3_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -101,6 +98,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL3_UpdateMonitors();
|
||||
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL3_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
|
||||
{
|
||||
@@ -116,21 +118,16 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.x = (int)(data->InputPos.x - viewport->Pos.x);
|
||||
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
SDL_StartTextInput();
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -153,7 +150,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
@@ -163,7 +160,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
@@ -277,15 +274,21 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_EVENT_MOUSE_MOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
|
||||
mouse_pos.x += window_x;
|
||||
mouse_pos.y += window_y;
|
||||
}
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
@@ -332,6 +335,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_DISPLAY_ORIENTATION:
|
||||
case SDL_EVENT_DISPLAY_ADDED:
|
||||
case SDL_EVENT_DISPLAY_REMOVED:
|
||||
case SDL_EVENT_DISPLAY_MOVED:
|
||||
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
|
||||
{
|
||||
bd->WantUpdateMonitors = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
@@ -353,6 +365,20 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||
case SDL_EVENT_WINDOW_MOVED:
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
|
||||
{
|
||||
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
|
||||
viewport->PlatformRequestClose = true;
|
||||
if (event->type == SDL_EVENT_WINDOW_MOVED)
|
||||
viewport->PlatformRequestMove = true;
|
||||
if (event->type == SDL_EVENT_WINDOW_RESIZED)
|
||||
viewport->PlatformRequestResize = true;
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
@@ -365,7 +391,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
|
||||
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
||||
{
|
||||
IM_UNUSED(window);
|
||||
viewport->PlatformHandle = window;
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(__WIN32__) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
|
||||
@@ -377,7 +403,6 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
|
||||
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
|
||||
@@ -398,10 +423,21 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.BackendPlatformName = "imgui_impl_sdl3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
if (mouse_can_use_global_state)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Renderer = renderer;
|
||||
|
||||
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
|
||||
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
#ifndef __APPLE__
|
||||
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
|
||||
#else
|
||||
bd->MouseCanReportHoveredViewport = false;
|
||||
#endif
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
||||
@@ -413,15 +449,15 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
@@ -433,27 +469,34 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
|
||||
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
|
||||
|
||||
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
|
||||
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
|
||||
ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
|
||||
return false;
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
bd->UseVulkan = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
|
||||
@@ -487,6 +530,8 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDL3_ShutdownPlatformInterface();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -495,10 +540,11 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
|
||||
static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -509,7 +555,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
|
||||
#else
|
||||
SDL_Window* focused_window = bd->Window;
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
@@ -518,19 +564,48 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
|
||||
{
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
|
||||
else
|
||||
#endif
|
||||
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
float mouse_x_global, mouse_y_global;
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
float mouse_x, mouse_y;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
{
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_y;
|
||||
}
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
||||
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
||||
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
||||
{
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
|
||||
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
|
||||
mouse_viewport_id = mouse_viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseCursor()
|
||||
@@ -625,7 +700,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
SDL_free(sdl_gamepads);
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
@@ -639,36 +713,65 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
bd->WantUpdateMonitors = false;
|
||||
|
||||
int display_count;
|
||||
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
|
||||
for (int n = 0; n < display_count; n++)
|
||||
{
|
||||
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
||||
SDL_DisplayID display_id = displays[n];
|
||||
ImGuiPlatformMonitor monitor;
|
||||
SDL_Rect r;
|
||||
SDL_GetDisplayBounds(display_id, &r);
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
SDL_GetDisplayUsableBounds(display_id, &r);
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
|
||||
// DpiScale to cocoa_window.backingScaleFactor here.
|
||||
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
@@ -682,6 +785,10 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Update monitors
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
@@ -698,6 +805,13 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
|
||||
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
|
||||
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
|
||||
|
||||
ImGui_ImplSDL3_UpdateMouseData();
|
||||
ImGui_ImplSDL3_UpdateMouseCursor();
|
||||
|
||||
@@ -705,6 +819,232 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
ImGui_ImplSDL3_UpdateGamepads();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplSDL3_ViewportData
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
bool WindowOwned;
|
||||
SDL_GLContext GLContext;
|
||||
|
||||
ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
|
||||
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
|
||||
|
||||
// Share GL resources with main context
|
||||
bool use_opengl = (main_viewport_data->GLContext != nullptr);
|
||||
SDL_GLContext backup_context = nullptr;
|
||||
if (use_opengl)
|
||||
{
|
||||
backup_context = SDL_GL_GetCurrentContext();
|
||||
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
|
||||
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
|
||||
}
|
||||
|
||||
Uint32 sdl_flags = 0;
|
||||
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
|
||||
sdl_flags |= SDL_GetWindowFlags(bd->Window);
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
|
||||
#if !defined(_WIN32)
|
||||
// See SDL hack in ImGui_ImplSDL3_ShowWindow().
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
|
||||
#endif
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
|
||||
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
|
||||
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
vd->WindowOwned = true;
|
||||
if (use_opengl)
|
||||
{
|
||||
vd->GLContext = SDL_GL_CreateContext(vd->Window);
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
}
|
||||
if (use_opengl && backup_context)
|
||||
SDL_GL_MakeCurrent(vd->Window, backup_context);
|
||||
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (vd->GLContext && vd->WindowOwned)
|
||||
SDL_GL_DeleteContext(vd->GLContext);
|
||||
if (vd->Window && vd->WindowOwned)
|
||||
SDL_DestroyWindow(vd->Window);
|
||||
vd->GLContext = nullptr;
|
||||
vd->Window = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
#if defined(_WIN32)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Hide icon from task bar
|
||||
// Note: SDL 3.0.0+ has a SDL_WINDOW_UTILITY flag which is supported under Windows but the way it create the window breaks our seamless transition.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style &= ~WS_EX_APPWINDOW;
|
||||
ex_style |= WS_EX_TOOLWINDOW;
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// SDL hack: SDL always activate/focus windows :/
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
{
|
||||
::ShowWindow(hwnd, SW_SHOWNA);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
int x = 0, y = 0;
|
||||
SDL_GetWindowPosition(vd->Window, &x, &y);
|
||||
return ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
int w = 0, h = 0;
|
||||
SDL_GetWindowSize(vd->Window, &w, &h);
|
||||
return ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowTitle(vd->Window, title);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_SetWindowOpacity(vd->Window, alpha);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
SDL_RaiseWindow(vd->Window);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
if (vd->GLContext)
|
||||
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
if (vd->GLContext)
|
||||
{
|
||||
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
|
||||
SDL_GL_SwapWindow(vd->Window);
|
||||
}
|
||||
}
|
||||
|
||||
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
||||
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
|
||||
#include <SDL3/SDL_vulkan.h>
|
||||
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
(void)vk_allocator;
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
|
||||
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
|
||||
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
|
||||
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
|
||||
vd->Window = window;
|
||||
vd->WindowID = SDL_GetWindowID(window);
|
||||
vd->WindowOwned = false;
|
||||
vd->GLContext = sdl_gl_context;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = vd->Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -9,8 +9,10 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
|
||||
// Missing features:
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -20,7 +22,6 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||||
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
|
||||
@@ -48,9 +49,9 @@
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer2_Data
|
||||
{
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -64,7 +65,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
||||
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
@@ -74,7 +74,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
bd->SDLRenderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -93,31 +93,35 @@ void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||||
SDL_RenderSetViewport(renderer, nullptr);
|
||||
SDL_RenderSetClipRect(renderer, nullptr);
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_RenderGetScale(renderer, &rsx, &rsy);
|
||||
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
@@ -136,16 +140,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
|
||||
SDL_RenderGetViewport(renderer, &old.Viewport);
|
||||
SDL_RenderGetClipRect(renderer, &old.ClipRect);
|
||||
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = render_scale;
|
||||
|
||||
// Render command lists
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@@ -160,7 +164,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@@ -177,7 +181,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
continue;
|
||||
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_RenderSetClipRect(renderer, &r);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
@@ -189,7 +193,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(renderer, tex,
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
@@ -200,8 +204,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_RenderSetViewport(renderer, &old.Viewport);
|
||||
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
@@ -217,7 +221,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -28,7 +30,7 @@ struct SDL_Renderer;
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -20,7 +22,6 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||||
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
|
||||
// 2023-05-30: Initial version.
|
||||
|
||||
@@ -44,9 +45,9 @@
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer3_Data
|
||||
{
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -60,7 +61,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
|
||||
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
@@ -70,7 +70,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
bd->SDLRenderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -89,31 +89,35 @@ void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||||
SDL_SetRenderViewport(renderer, nullptr);
|
||||
SDL_SetRenderClipRect(renderer, nullptr);
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_GetRenderScale(renderer, &rsx, &rsy);
|
||||
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
@@ -133,17 +137,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
|
||||
SDL_GetRenderViewport(renderer, &old.Viewport);
|
||||
SDL_GetRenderClipRect(renderer, &old.ClipRect);
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = render_scale;
|
||||
|
||||
// Render command lists
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState();
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@@ -158,7 +162,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@@ -175,7 +179,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
continue;
|
||||
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_SetRenderClipRect(renderer, &r);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
@@ -183,7 +187,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(renderer, tex,
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
@@ -194,8 +198,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
||||
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
@@ -211,7 +215,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -28,7 +30,7 @@ struct SDL_Renderer;
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
|
||||
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
@@ -33,7 +34,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
||||
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
||||
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
@@ -42,14 +43,14 @@
|
||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
|
||||
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
|
||||
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
|
||||
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
|
||||
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
|
||||
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
|
||||
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
|
||||
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
|
||||
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
|
||||
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
|
||||
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
|
||||
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -104,31 +105,34 @@ void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulka
|
||||
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
|
||||
|
||||
// Vulkan prototypes for use with custom loaders
|
||||
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
|
||||
#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
|
||||
#define IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
static bool g_FunctionsLoaded = false;
|
||||
#else
|
||||
static bool g_FunctionsLoaded = true;
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
|
||||
@@ -174,19 +178,23 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences)
|
||||
|
||||
// Define function pointers
|
||||
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
|
||||
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
|
||||
#undef IMGUI_VULKAN_FUNC_DEF
|
||||
#endif // IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#endif // VK_NO_PROTOTYPES
|
||||
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
|
||||
@@ -214,6 +222,18 @@ struct ImGui_ImplVulkan_WindowRenderBuffers
|
||||
ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
|
||||
};
|
||||
|
||||
// For multi-viewport support:
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplVulkan_ViewportData
|
||||
{
|
||||
bool WindowOwned;
|
||||
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
|
||||
ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports
|
||||
|
||||
ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
|
||||
~ImGui_ImplVulkan_ViewportData() { }
|
||||
};
|
||||
|
||||
// Vulkan data
|
||||
struct ImGui_ImplVulkan_Data
|
||||
{
|
||||
@@ -249,6 +269,10 @@ struct ImGui_ImplVulkan_Data
|
||||
// SHADERS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplVulkan_InitPlatformInterface();
|
||||
static void ImGui_ImplVulkan_ShutdownPlatformInterface();
|
||||
|
||||
// backends/vulkan/glsl_shader.vert, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
/*
|
||||
@@ -486,8 +510,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
if (pipeline == VK_NULL_HANDLE)
|
||||
pipeline = bd->Pipeline;
|
||||
|
||||
// Allocate array to store enough vertex/index buffers
|
||||
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
|
||||
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
|
||||
ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
|
||||
IM_ASSERT(viewport_renderer_data != nullptr);
|
||||
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
|
||||
if (wrb->FrameRenderBuffers == nullptr)
|
||||
{
|
||||
wrb->Index = 0;
|
||||
@@ -1032,7 +1058,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
|
||||
if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
|
||||
@@ -1050,8 +1076,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
|
||||
// Load function pointers
|
||||
// You can use the default Vulkan loader using:
|
||||
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
|
||||
// But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
// But this would be equivalent to not setting VK_NO_PROTOTYPES.
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
#define IMGUI_VULKAN_FUNC_LOAD(func) \
|
||||
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
|
||||
if (func == nullptr) \
|
||||
@@ -1080,7 +1106,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
if (info->UseDynamicRendering)
|
||||
{
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#ifndef VK_NO_PROTOTYPES
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
|
||||
#endif
|
||||
@@ -1092,7 +1118,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -1100,6 +1125,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||
@@ -1115,6 +1141,13 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplVulkan_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1124,17 +1157,28 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// First destroy objects in all viewports
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
|
||||
// Manually delete main viewport render data in-case we haven't initialized for viewports
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData)
|
||||
IM_DELETE(vd);
|
||||
main_viewport->RendererUserData = nullptr;
|
||||
|
||||
// Clean up windows
|
||||
ImGui_ImplVulkan_ShutdownPlatformInterface();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
|
||||
|
||||
if (!bd->FontDescriptorSet)
|
||||
ImGui_ImplVulkan_CreateFontsTexture();
|
||||
@@ -1147,10 +1191,12 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
|
||||
return;
|
||||
|
||||
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err = vkDeviceWaitIdle(v->Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
|
||||
bd->VulkanInitInfo.MinImageCount = min_image_count;
|
||||
}
|
||||
|
||||
@@ -1539,6 +1585,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||
(void)instance;
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
|
||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||
}
|
||||
|
||||
@@ -1583,6 +1630,272 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
|
||||
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData)
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
|
||||
viewport->RendererUserData = vd;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
// Create surface
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
|
||||
check_vk_result(err);
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
IM_ASSERT(0); // Error: no WSI support on physical device
|
||||
return;
|
||||
}
|
||||
|
||||
// Select Surface Format
|
||||
ImVector<VkFormat> requestSurfaceImageFormats;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
|
||||
requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
|
||||
#endif
|
||||
const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
for (VkFormat format : defaultFormats)
|
||||
requestSurfaceImageFormats.push_back(format);
|
||||
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
// FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
//printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
|
||||
wd->UseDynamicRendering = v->UseDynamicRendering;
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
|
||||
vd->WindowOwned = true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (vd->WindowOwned)
|
||||
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle)
|
||||
return;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
|
||||
{
|
||||
{
|
||||
err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
fd = &wd->Frames[wd->FrameIndex];
|
||||
}
|
||||
for (;;)
|
||||
{
|
||||
err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
|
||||
if (err == VK_SUCCESS) break;
|
||||
if (err == VK_TIMEOUT) continue;
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(v->Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
}
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
if (v->UseDynamicRendering)
|
||||
{
|
||||
// Transition swapchain image to a layout suitable for drawing.
|
||||
VkImageMemoryBarrier barrier = {};
|
||||
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
barrier.image = fd->Backbuffer;
|
||||
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
barrier.subresourceRange.levelCount = 1;
|
||||
barrier.subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
|
||||
|
||||
VkRenderingAttachmentInfo attachmentInfo = {};
|
||||
attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
|
||||
attachmentInfo.imageView = fd->BackbufferView;
|
||||
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE;
|
||||
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachmentInfo.clearValue = wd->ClearValue;
|
||||
|
||||
VkRenderingInfo renderingInfo = {};
|
||||
renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
|
||||
renderingInfo.renderArea.extent.width = wd->Width;
|
||||
renderingInfo.renderArea.extent.height = wd->Height;
|
||||
renderingInfo.layerCount = 1;
|
||||
renderingInfo.viewMask = 0;
|
||||
renderingInfo.colorAttachmentCount = 1;
|
||||
renderingInfo.pColorAttachments = &attachmentInfo;
|
||||
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
|
||||
info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline);
|
||||
|
||||
{
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
if (v->UseDynamicRendering)
|
||||
{
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer);
|
||||
|
||||
// Transition image to a layout suitable for presentation
|
||||
VkImageMemoryBarrier barrier = {};
|
||||
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
barrier.image = fd->Backbuffer;
|
||||
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
barrier.subresourceRange.levelCount = 1;
|
||||
barrier.subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
}
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkResetFences(v->Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
VkResult err;
|
||||
uint32_t present_index = wd->FrameIndex;
|
||||
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &present_index;
|
||||
err = vkQueuePresentKHR(v->Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
|
||||
else
|
||||
check_vk_result(err);
|
||||
|
||||
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler.");
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
|
||||
platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -2,8 +2,9 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_vulkan.cpp file for details.
|
||||
@@ -42,20 +43,13 @@
|
||||
// If you have no idea what this is, leave it alone!
|
||||
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
||||
|
||||
// Convenience support for Volk
|
||||
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
//#define IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
|
||||
// Vulkan includes
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#include <Volk/volk.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -724,7 +726,6 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -752,7 +753,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
for (int i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -32,7 +34,7 @@ struct ImGui_ImplWGPU_InitInfo
|
||||
ImGui_ImplWGPU_InitInfo()
|
||||
{
|
||||
PipelineMultisampleState.count = 1;
|
||||
PipelineMultisampleState.mask = UINT32_MAX;
|
||||
PipelineMultisampleState.mask = -1u;
|
||||
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -16,11 +17,30 @@
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Configuration flags to add in your imconfig.h file:
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
@@ -73,33 +93,10 @@
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
|
||||
static void ImGui_ImplWin32_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
@@ -111,6 +108,7 @@ struct ImGui_ImplWin32_Data
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
UINT32 KeyboardCodePage;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bool HasGamepad;
|
||||
@@ -146,7 +144,6 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
@@ -161,16 +158,21 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateMonitors = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
|
||||
|
||||
// Dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@@ -213,6 +215,8 @@ void ImGui_ImplWin32_Shutdown()
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplWin32_ShutdownPlatformInterface();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (bd->XInputDLL)
|
||||
@@ -221,7 +225,7 @@ void ImGui_ImplWin32_Shutdown()
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -295,33 +299,59 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||
}
|
||||
|
||||
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
|
||||
// Because of that, it is a little more complicated than your typical single-viewport binding code!
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
POINT mouse_screen_pos;
|
||||
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
|
||||
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
if (::ClientToScreen(bd->hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
|
||||
::ClientToScreen(focused_window, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
|
||||
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
|
||||
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
|
||||
{
|
||||
POINT pos;
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
|
||||
io.AddMousePosEvent((float)pos.x, (float)pos.y);
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
|
||||
POINT mouse_pos = mouse_screen_pos;
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
::ScreenToClient(bd->hWnd, &mouse_pos);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
||||
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
||||
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
||||
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
if (has_mouse_screen_pos)
|
||||
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
|
||||
mouse_viewport_id = viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
@@ -381,16 +411,47 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
|
||||
{
|
||||
MONITORINFO info = {};
|
||||
info.cbSize = sizeof(MONITORINFO);
|
||||
if (!::GetMonitorInfo(monitor, &info))
|
||||
return TRUE;
|
||||
ImGuiPlatformMonitor imgui_monitor;
|
||||
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
|
||||
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
|
||||
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
|
||||
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
|
||||
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
||||
imgui_monitor.PlatformHandle = (void*)monitor;
|
||||
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
|
||||
if (info.dwFlags & MONITORINFOF_PRIMARY)
|
||||
io.Monitors.push_front(imgui_monitor);
|
||||
else
|
||||
io.Monitors.push_back(imgui_monitor);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
||||
ImGui::GetPlatformIO().Monitors.resize(0);
|
||||
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
|
||||
bd->WantUpdateMonitors = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
::GetClientRect(bd->hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time = 0;
|
||||
@@ -581,12 +642,11 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
||||
// We silently allow both context or just only backend data to be nullptr.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
if (bd == nullptr)
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
@@ -607,11 +667,14 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
return 0;
|
||||
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
|
||||
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
|
||||
::ClientToScreen(hwnd, &mouse_pos);
|
||||
if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
|
||||
::ScreenToClient(hwnd, &mouse_pos);
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
return 0;
|
||||
break;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
case WM_NCMOUSELEAVE:
|
||||
@@ -624,7 +687,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
return 0;
|
||||
break;
|
||||
}
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
@@ -747,6 +810,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
#endif
|
||||
return 0;
|
||||
case WM_DISPLAYCHANGE:
|
||||
bd->WantUpdateMonitors = true;
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -811,6 +877,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
|
||||
// Helper function to enable DPI awareness without setting up a manifest
|
||||
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||
{
|
||||
// Make sure monitors will be updated with latest correct scaling
|
||||
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
if (_IsWindows10OrGreater())
|
||||
{
|
||||
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
||||
@@ -911,12 +981,347 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplWin32_ViewportData
|
||||
{
|
||||
HWND Hwnd;
|
||||
HWND HwndParent;
|
||||
bool HwndOwned;
|
||||
DWORD DwStyle;
|
||||
DWORD DwExStyle;
|
||||
|
||||
ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
|
||||
~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
|
||||
{
|
||||
if (flags & ImGuiViewportFlags_NoDecoration)
|
||||
*out_style = WS_POPUP;
|
||||
else
|
||||
*out_style = WS_OVERLAPPEDWINDOW;
|
||||
|
||||
if (flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
*out_ex_style = WS_EX_TOOLWINDOW;
|
||||
else
|
||||
*out_ex_style = WS_EX_APPWINDOW;
|
||||
|
||||
if (flags & ImGuiViewportFlags_TopMost)
|
||||
*out_ex_style |= WS_EX_TOPMOST;
|
||||
}
|
||||
|
||||
static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
|
||||
{
|
||||
if (viewport_id != 0)
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
|
||||
return (HWND)viewport->PlatformHandle;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
// Select style and parent window
|
||||
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
|
||||
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
|
||||
|
||||
// Create window
|
||||
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
|
||||
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
|
||||
vd->Hwnd = ::CreateWindowEx(
|
||||
vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
|
||||
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
|
||||
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
|
||||
vd->HwndOwned = true;
|
||||
viewport->PlatformRequestResize = false;
|
||||
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
if (::GetCapture() == vd->Hwnd)
|
||||
{
|
||||
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
|
||||
::ReleaseCapture();
|
||||
::SetCapture(bd->hWnd);
|
||||
}
|
||||
if (vd->Hwnd && vd->HwndOwned)
|
||||
::DestroyWindow(vd->Hwnd);
|
||||
vd->Hwnd = nullptr;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
::ShowWindow(vd->Hwnd, SW_SHOWNA);
|
||||
else
|
||||
::ShowWindow(vd->Hwnd, SW_SHOW);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
|
||||
// Update Win32 parent if it changed _after_ creation
|
||||
// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
|
||||
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
|
||||
if (new_parent != vd->HwndParent)
|
||||
{
|
||||
// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
|
||||
// Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
|
||||
// The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
|
||||
// Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
|
||||
// Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
|
||||
// https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
|
||||
vd->HwndParent = new_parent;
|
||||
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
|
||||
}
|
||||
|
||||
// (Optional) Update Win32 style if it changed _after_ creation.
|
||||
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
|
||||
DWORD new_style;
|
||||
DWORD new_ex_style;
|
||||
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
|
||||
|
||||
// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
|
||||
if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
|
||||
{
|
||||
// (Optional) Update TopMost state if it changed _after_ creation
|
||||
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
|
||||
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
|
||||
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
|
||||
|
||||
// Apply flags and position (since it is affected by flags)
|
||||
vd->DwStyle = new_style;
|
||||
vd->DwExStyle = new_ex_style;
|
||||
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
|
||||
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
|
||||
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
|
||||
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
|
||||
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
|
||||
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
|
||||
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
|
||||
}
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
POINT pos = { 0, 0 };
|
||||
::ClientToScreen(vd->Hwnd, &pos);
|
||||
return ImVec2((float)pos.x, (float)pos.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
|
||||
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
|
||||
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
RECT rect;
|
||||
::GetClientRect(vd->Hwnd, &rect);
|
||||
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
|
||||
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
|
||||
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
::BringWindowToTop(vd->Hwnd);
|
||||
::SetForegroundWindow(vd->Hwnd);
|
||||
::SetFocus(vd->Hwnd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
return ::GetForegroundWindow() == vd->Hwnd;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
return ::IsIconic(vd->Hwnd) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
|
||||
ImVector<wchar_t> title_w;
|
||||
title_w.resize(n);
|
||||
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
|
||||
::SetWindowTextW(vd->Hwnd, title_w.Data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
|
||||
if (alpha < 1.0f)
|
||||
{
|
||||
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
|
||||
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
|
||||
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
|
||||
}
|
||||
else
|
||||
{
|
||||
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
|
||||
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
|
||||
}
|
||||
}
|
||||
|
||||
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
|
||||
}
|
||||
|
||||
// FIXME-DPI: Testing DPI related ideas
|
||||
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
(void)viewport;
|
||||
#if 0
|
||||
ImGuiStyle default_style;
|
||||
//default_style.WindowPadding = ImVec2(0, 0);
|
||||
//default_style.WindowBorderSize = 0.0f;
|
||||
//default_style.ItemSpacing.y = 3.0f;
|
||||
//default_style.FramePadding = ImVec2(0, 0);
|
||||
default_style.ScaleAllSizes(viewport->DpiScale);
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style = default_style;
|
||||
#endif
|
||||
}
|
||||
|
||||
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
|
||||
{
|
||||
switch (msg)
|
||||
{
|
||||
case WM_CLOSE:
|
||||
viewport->PlatformRequestClose = true;
|
||||
return 0;
|
||||
case WM_MOVE:
|
||||
viewport->PlatformRequestMove = true;
|
||||
break;
|
||||
case WM_SIZE:
|
||||
viewport->PlatformRequestResize = true;
|
||||
break;
|
||||
case WM_MOUSEACTIVATE:
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
|
||||
return MA_NOACTIVATE;
|
||||
break;
|
||||
case WM_NCHITTEST:
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
|
||||
return HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
|
||||
{
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
|
||||
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = ::GetModuleHandle(nullptr);
|
||||
wcex.hIcon = nullptr;
|
||||
wcex.hCursor = nullptr;
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
|
||||
wcex.lpszMenuName = nullptr;
|
||||
wcex.lpszClassName = _T("ImGui Platform");
|
||||
wcex.hIconSm = nullptr;
|
||||
::RegisterClassEx(&wcex);
|
||||
|
||||
ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
|
||||
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
|
||||
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
|
||||
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
|
||||
vd->Hwnd = bd->hWnd;
|
||||
vd->HwndOwned = false;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = (void*)bd->hWnd;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ShutdownPlatformInterface()
|
||||
{
|
||||
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -79,14 +79,14 @@ List of Renderer Backends:
|
||||
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
|
||||
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
|
||||
imgui_impl_wgpu.cpp ; WebGPU
|
||||
|
||||
List of high-level Frameworks Backends (combining Platform + Renderer):
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
|
||||
Emscripten is also supported!
|
||||
The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
|
||||
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
|
||||
|
||||
### Backends for third-party frameworks, graphics API or other languages
|
||||
|
||||
|
||||
@@ -35,312 +35,6 @@ HOW TO UPDATE?
|
||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.9 WIP (In Progress)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking changes:
|
||||
|
||||
Other changes:
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.8 (Released 2024-06-06)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.8
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Reordered various ImGuiInputTextFlags values. This should NOT be breaking unless
|
||||
you are using generated headers that have values not matching the main library.
|
||||
- Removed ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
|
||||
from imgui.h, was mostly unused and misleading.
|
||||
|
||||
Other changes:
|
||||
|
||||
- Inputs: fixed IsMouseClicked(..., repeat=true); broken in 1.90.7 on 2024/05/22.
|
||||
(due to an internal api parameter swap, repeat wouldn't be honored and
|
||||
ownership would be accidentally checked even though this api is meant to not
|
||||
check ownership). (#7657) [@korenkonder]
|
||||
- Windows: fixed altering FramePadding mid-frame not correctly affecting logic
|
||||
responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
|
||||
- Scrollbar: made scrolling logic more standard: clicking above or below the
|
||||
grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
|
||||
- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
|
||||
solely by the presence of an horizontal scrollbar. (#1574)
|
||||
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
|
||||
to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
|
||||
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
|
||||
to display a zero-value as empty. (#7305) [@supermerill, @ocornut]
|
||||
- Popups: fixed an issue preventing to close a popup opened over a modal by clicking
|
||||
over void (it required clicking over the visible part of the modal). (#7654)
|
||||
- Tables: fixed an issue where ideal size reported to parent container wouldn't
|
||||
correctly take account of inner scrollbar, affecting potential auto-resize of
|
||||
parent container. (#7651)
|
||||
- Tables: fixed a bug where after disabling the ScrollY flag for a table,
|
||||
previous scrollbar width would be accounted for. (#5920)
|
||||
- Combo: simplified Combo() API uses a list clipper (due to its api it wasn't
|
||||
previously trivial before we added clipper.IncludeItemByIndex() function).
|
||||
- Disabled: nested tooltips or other non-child window within a BeginDisabled()
|
||||
block disable the disabled state. (#211, #7640)
|
||||
- Misc: made ImGuiDir and ImGuiSortDirection stronger-typed enums.
|
||||
- Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.7 (Released 2024-05-27)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
|
||||
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
|
||||
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
|
||||
for both Windows and Mac style users.
|
||||
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
|
||||
place for macOS X apps in your input logic.
|
||||
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
|
||||
It is now unnecessary to specific cross-platform idiomatic shortcuts.
|
||||
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
|
||||
- Commented out obsolete symbols renamed in 1.88 (May 2022):
|
||||
CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
|
||||
CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
|
||||
- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
|
||||
overlooked from the API but it will allow eventual support for multi-viewports.
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
|
||||
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
|
||||
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
|
||||
it assumed the other axis would also be auto-fit. (#1710)
|
||||
- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
|
||||
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
|
||||
- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
|
||||
- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
|
||||
- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
|
||||
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
|
||||
This is an important property as it facilitate working with foreign code or larger codebase.
|
||||
- Added Shortcut() function:
|
||||
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
|
||||
- checks that CTRL+C is pressed,
|
||||
- and that current window is in focus stack,
|
||||
- and that no other requests for CTRL+C have been made from higher priority locations
|
||||
(e.g. deeper in the window/item stack).
|
||||
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
|
||||
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
|
||||
shortcut may be executed even if its window is not in focus stack).
|
||||
Items like buttons are not fully activated, in the sense that they get pressed but another
|
||||
active item, e.g. InputText() won't be deactivated.
|
||||
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
|
||||
- ImGuiInputFlags_RouteFocused: focus stack route (default)
|
||||
- ImGuiInputFlags_RouteActive: only route to active item
|
||||
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
|
||||
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
|
||||
- Added other shortcut/routing options: (#456, #2637)
|
||||
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
|
||||
input functions (which are still internal for now).
|
||||
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
|
||||
- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
|
||||
- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
|
||||
- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
|
||||
- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
|
||||
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
|
||||
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
|
||||
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
|
||||
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
|
||||
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
|
||||
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
|
||||
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
|
||||
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
|
||||
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
|
||||
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
|
||||
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
|
||||
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
|
||||
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
|
||||
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
|
||||
code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
|
||||
read comments near the assert. (#7568)
|
||||
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
|
||||
handler to be called before backend initialization. Because of how ::CreateWindow()
|
||||
calls in WndProc this is facilitating. (#6275) [@MennoVink]
|
||||
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
|
||||
|
||||
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
|
||||
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
|
||||
|
||||
- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
|
||||
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
|
||||
- Inputs (Internals): Renamed symbols global routes:
|
||||
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
|
||||
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
|
||||
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
|
||||
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
|
||||
in function signatures:
|
||||
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
|
||||
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
|
||||
swapped last two parameters order in function signatures:
|
||||
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
|
||||
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
|
||||
- For several reasons those changes makes sense. They were all made before making some of
|
||||
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
|
||||
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.6 (Released 2024-05-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
|
||||
by a SameLine() call. (#7505, #282)
|
||||
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
|
||||
// This was actually incorrect! BUT appeared to look ok with the default style
|
||||
// where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
|
||||
After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello");
|
||||
// This is correct for all values in style.
|
||||
With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now
|
||||
have extra spacing between your TreeNode and the following item. You'll need to change
|
||||
the SameLine() call to SameLine(0,0) to remove this extraneous spacing.
|
||||
This seemed like the more sensible fix that's not making things less consistent.
|
||||
(Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: Changed default ClipRect to extend to windows' left and right borders,
|
||||
instead of adding arbitrary WindowPadding.x * 0.5f space on left and right.
|
||||
That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis.
|
||||
It also made it harder to draw items covering whole window without pushing an
|
||||
extended ClipRect. Some items near windows left and right edge that used to be clipped
|
||||
may be partly more visible. (#3312, #7540, #3756, #6170, #6365)
|
||||
- Windows: Fixed subsequent Begin() append calls from setting last item information
|
||||
for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append,
|
||||
and causing issue bypassing hover detection on collapsed windows. (#7506, #823)
|
||||
- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values.
|
||||
It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
|
||||
duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
|
||||
cover the label. (#6937) [@dimateos]
|
||||
- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
|
||||
- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding
|
||||
ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917)
|
||||
[@thedmd, @ocornut]
|
||||
- ProgressBar: Added support for indeterminate progress bar by passing an animated
|
||||
negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
|
||||
- Text, DrawList: Improved handling of long single-line wrapped text. Faster and
|
||||
mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
|
||||
- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string,
|
||||
to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut]
|
||||
- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel]
|
||||
- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define.
|
||||
(you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well).
|
||||
(#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut]
|
||||
- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput()
|
||||
as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky]
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854)
|
||||
- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif]
|
||||
- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.5 (Released 2024-04-11)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set.
|
||||
It has been unnecessary and a no-op since 1.87 (it returns the same value as passed
|
||||
when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
|
||||
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) --> IsKeyPressed(ImGuiKey_XXX)
|
||||
- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled()
|
||||
and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those
|
||||
functions were added recently in 1.90, we are not adding inline redirection functions.
|
||||
The transition is easy and should affect few users. (#2743, #7417) [@cfillion]
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: Scrollbar visibility decision uses current size when both size and contents
|
||||
size are submitted by API. (#7252)
|
||||
- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
|
||||
- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner
|
||||
grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion]
|
||||
- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping
|
||||
should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion]
|
||||
Adjust those resizing limits to match window padding rather than inner clipping rectangle.
|
||||
- Tables: Fixed auto-width columns when using synced-instances of same table, width of
|
||||
one instance would bleed into next one instead of sharing their widths. (#7218)
|
||||
- Tables: Angled headers: fixed border hit box extending beyond when used within
|
||||
non-scrollable tables. (#7416) [@cfillion]
|
||||
- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
|
||||
stops being called. (#7416) [@cfillion]
|
||||
- Tables: Angled headers: rounding header size to nearest integers, fixes some issues
|
||||
when using clipper.
|
||||
- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
|
||||
frames would erroneously close the window. While it is technically a popup issue
|
||||
it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
|
||||
(#7325, #7287, #7063)
|
||||
- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
|
||||
- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
|
||||
- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization
|
||||
feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC]
|
||||
- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for
|
||||
consistency. (#7411) [@cfillion]
|
||||
- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd]
|
||||
Note that only simple polygons (no self-intersections, no holes) are supported.
|
||||
- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
|
||||
- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
|
||||
of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
|
||||
- This is the main wiki: https://github.com/ocornut/imgui/wiki
|
||||
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
|
||||
Adding a link to the crawlable version, even though it is not intended for humans,
|
||||
to increase its search rank.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.4 (Released 2024-02-22)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.4
|
||||
|
||||
Other changes:
|
||||
|
||||
- Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on
|
||||
windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which
|
||||
among other things broke imgui_memory_editor).
|
||||
- Menus, Popups: Fixed an issue where hovering a parent-menu upward would
|
||||
erroneously close the window. (#7325, #7287, #7063)
|
||||
- Popups: Fixed resizable popup minimum size being too small. Standardized minimum
|
||||
size logic. (#7329).
|
||||
- Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by
|
||||
BeginPopupModal(). (#7340)
|
||||
- Tables: Angled headers: fixed support for multi-line labels. (#6917)
|
||||
- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917)
|
||||
- Tables: Angled headers: properly registers horizontal component of angled headers
|
||||
for auto-resizing of columns. (#6917)
|
||||
- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill
|
||||
drawn too low, particularly visible with tables that have no scrolling. (#6917)
|
||||
- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars,
|
||||
where in some situations the rounded section wouldn't follow regular tessellation rules.
|
||||
- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673)
|
||||
- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless
|
||||
io.ConfigDebugIsDebuggerPresent is set. (#2673)
|
||||
- Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant.
|
||||
- Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(),
|
||||
PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.3 (Released 2024-02-14)
|
||||
-----------------------------------------------------------------------
|
||||
@@ -367,7 +61,7 @@ Other changes:
|
||||
Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick
|
||||
first available gamepad, all gamepads, or specific gamepads.
|
||||
(#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
|
||||
- Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro]
|
||||
- BackendsL SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro]
|
||||
- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
|
||||
a wrong viewport if none was initially set.
|
||||
- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side
|
||||
@@ -428,6 +122,18 @@ Other changes:
|
||||
Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968),
|
||||
and useful for interactive completion/suggestions popups (#2057, #718)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Added ImGuiWindowClass::FocusRouteParentWindowId as a way to connect the focus route between
|
||||
a tool window to a parent document window, so that Shortcuts in the documents are routed when the
|
||||
tool is focused (regardless of whether the tool is docked or in a floating viewport, etc.) (#6798)
|
||||
- Added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to automatically make a dockspace connect
|
||||
the focus route of its docked window. This is provided a convenience in case you have windows
|
||||
where a connection is not explicit. (#6798)
|
||||
- Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071)
|
||||
- Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled, leading to
|
||||
missing e.g. DpiScale info. (#7257) [@actboy168]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.1 (Released 2024-01-10)
|
||||
@@ -532,6 +238,15 @@ Other changes:
|
||||
(#6751) [@Traveller23, @ypujante]
|
||||
- Examples: SDL3: Minor fixes following recent SDL3 in-progress development.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Windows: Fixed ImGuiCol_TitleBg/Active alpha being used for viewport-owned windows. (#7181) [@PathogenDavid]
|
||||
- Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE to reduce artifacts as
|
||||
queued frames aren't synchronized with platform window resizes. (#7152, #7153) [@SuperWangKai]
|
||||
- Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-viewports
|
||||
multi-monitor setups. (#7028, #7101, #6009, #6432) [@dmirty-kuzmenko, @734vin]
|
||||
- Backends: OSX: Fixed IME position in multi-monitor multi-viewports setups. (#7028) [@734vin]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.0 (Released 2023-11-15)
|
||||
@@ -652,7 +367,7 @@ Other changes:
|
||||
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
|
||||
- Tables:
|
||||
- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
|
||||
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917)
|
||||
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option.
|
||||
- Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
|
||||
- Fixed an edge-case when no columns are visible + table scrollbar is visible + user
|
||||
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
|
||||
@@ -724,6 +439,8 @@ Other changes:
|
||||
Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly).
|
||||
(#6943, #6715, #6327, #3743, #4618)
|
||||
[@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut]
|
||||
- Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling
|
||||
UseDynamicRendering option. (#6999, #5446, #5037) [@raaaviol]
|
||||
- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
|
||||
- Backends: GLFW: Added support for F13 to F24 function keys. (#6891)
|
||||
- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
|
||||
@@ -741,6 +458,31 @@ Other changes:
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements.
|
||||
- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fixed window inner clipping rectangle off by one when window is located on a monitor
|
||||
with negative coordinates. While it is expected that other small issues with arise from this
|
||||
situation, at the moment we are fixing the most noticeable one. (#6861, #2884) [@Vuhdo, @alektron]
|
||||
- Docking: revised undocking to reduce accidental whole-node undocking:
|
||||
- cannot undock a whole node by dragging from empty space in tab-bar.
|
||||
- can undock whole node by dragging from window/collapse menu button.
|
||||
- can undock single window by dragging from its tab.
|
||||
- can still move (but not undock) whole node or whole hierarchy when node is part of a
|
||||
floating hierarchy.
|
||||
- added tooltip when hovering the collapse/window menu button, to faciliate understanding
|
||||
that whole dock node may be undocked or grabbed from here.
|
||||
- Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that
|
||||
don't carry the currently focused window. (#2304)
|
||||
- Docking: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780, #3492)
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoSplit to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoDockingInCentralNode to ImGuiDockNodeFlags_NoDockingOverCentralNode.
|
||||
- Docking: Internals: renamed ImGuiDockNodeFlags_NoDockingSplitMe to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would
|
||||
prevent further filter from running, namely the one that prevent docking over a popup.
|
||||
- Backends: GLFW: Fixed an assertion in situation where the WndProc handler is different between
|
||||
main and secondary viewport (may happen due to third-party hooks). (#6889)
|
||||
- Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.9 (Released 2023-09-04)
|
||||
@@ -798,6 +540,11 @@ Other changes:
|
||||
- Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred
|
||||
framebuffer format. (#6640, #6748) [@smileorigin]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving
|
||||
a window displays an help tooltip to increase affordance. (#6709, #4643)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.8 (Released 2023-08-01)
|
||||
@@ -866,6 +613,16 @@ Other changes:
|
||||
- Examples: Vulkan: Creating minimal descriptor pools to fit only what is needed by
|
||||
example. (#6642) [@SaschaWillem]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking, Style: resizing separators use same colors as window borders (ImGuiCol_Border)
|
||||
for consistency. With default styles it doesn't make a big difference. (#2522) [@rmitton]
|
||||
In the future if we promote using thick value for inner/outer docking padding we may
|
||||
need to introduce new colors for it.
|
||||
- Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now
|
||||
also scaled by style.ScaleAllSizes(). (#3481, #4721, #2522) [@PossiblyAShrub, @wobbier]
|
||||
- Docking: fixed rendering of docked-window scrollbar above outer border. (#2522)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.7 (Released 2023-07-04)
|
||||
@@ -961,6 +718,23 @@ Other changes:
|
||||
- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
|
||||
and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports+Docking: Fixed extraneous viewport+platform-window recreation in various
|
||||
combination of showing or hiding windows, docking with/without split, undocking.
|
||||
While with some backends and without OS decorations, some extraneous window recreation
|
||||
were visibly not noticeable, they would typically become noticeable when enabling
|
||||
OS decorations on those windows (e.g. Windows title bar fade-in/animation).
|
||||
- Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu),
|
||||
mark all windows in this viewport as closed.
|
||||
- Docking: Fixed one-frame flickering on reappearing windows binding to a dock node
|
||||
where a later-submitted window was already bound.
|
||||
- Docking: Fixed dragging from title-bar empty space (regression from 1.88 related to
|
||||
keeping ID alive when calling low-level ButtonBehavior() directly). (#5181, #2645)
|
||||
- Docking: [Internal] DockBuilderDockWindow() API calls don't clear docking order
|
||||
if the target node is same as existing one.
|
||||
- Backends: Win32: Added support for changing ParentViewportID after viewport creation.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.6 (Released 2023-05-31)
|
||||
@@ -979,7 +753,7 @@ Breaking changes:
|
||||
- ListBoxFooter() -> use EndListBox()
|
||||
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
|
||||
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
|
||||
in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
|
||||
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
|
||||
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
|
||||
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
|
||||
|
||||
@@ -1030,6 +804,23 @@ Other changes:
|
||||
- Examples: Added SDL3+SDL_Renderer example. (#6286)
|
||||
- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fixed platform-side focus (e.g. Alt+Tab) from leading to accidental
|
||||
closure of Modal windows. Regression from 1.89.5. (#6357, #6299)
|
||||
- Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in
|
||||
main viewport, due to platform-side handling changes. Regression from 1.89.5 (#6299)
|
||||
- Viewports: Avoid applying imgui-side focus when focus change is due to a viewport
|
||||
destruction. Fixes erroneous popup closure on closing a previous popup. (#6462, #6299)
|
||||
- Viewports: Added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant),
|
||||
for usage by user code.
|
||||
- Backends: GLFW: Preserve monitor list when there are no monitor, may briefly
|
||||
happen when recovering from macOS sleeping mode. (#5683) [@Guistac]
|
||||
- Backends: SDL2: Update monitor list when receiving a display event. (#6348)
|
||||
Note however that SDL2 currently doesn't have an event for a DPI/Scaling change,
|
||||
so monitor data won't be updated in this situation.
|
||||
- Backends: SDL3: Update monitor list when receiving a display event. (#6348)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.5 (Released 2023-04-13)
|
||||
@@ -1087,7 +878,6 @@ Other changes:
|
||||
is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953)
|
||||
- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
|
||||
Mouse/TouchScreen/Pen. (#2334, #2702)
|
||||
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
|
||||
- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
|
||||
(#6315) [@PathogenDavid]
|
||||
- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
|
||||
@@ -1103,6 +893,16 @@ Other changes:
|
||||
- TestSuite: Added variety of new regression tests and improved/amended existing ones
|
||||
in imgui_test_engine/ repo. [@PathogenDavid, @ocornut]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding
|
||||
focus at Dear ImGui level (generally last focused window in the viewport). (#6299)
|
||||
- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217)
|
||||
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
|
||||
- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683)
|
||||
- Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953)
|
||||
- Backends: SDL3: Fixed for compilation with multi-viewports. (#6255) [@P3RK4N]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.4 (Released 2023-03-14)
|
||||
@@ -1177,7 +977,6 @@ Other changes:
|
||||
and ImGuiConfigFlags_NavEnableGamepad by default. (#787)
|
||||
- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.3 (Released 2023-02-14)
|
||||
-----------------------------------------------------------------------
|
||||
@@ -1278,6 +1077,10 @@ Other changes:
|
||||
- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
|
||||
Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.2 (Released 2023-01-05)
|
||||
@@ -1328,6 +1131,17 @@ All changes:
|
||||
- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
|
||||
an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Internals: fixed DockBuilderCopyDockSpace() crashing when windows not in the
|
||||
remapping list are docked on the left or top side of a split. (#6035)
|
||||
- Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window
|
||||
as written to, even if it doesn't technically submit an item. This allow using KeepAliveOnly
|
||||
from any window location. (#6037)
|
||||
- Backends: OSX: fixed typo in ImGui_ImplOSX_GetWindowSize that would cause issues when resiing
|
||||
from OS decorations, if they are enabled on secondary viewports. (#6009) [@sivu]
|
||||
- Backends: Metal: fixed secondary viewport rendering. (#6015) [@dmirty-kuzmenko]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.1 (Released 2022-11-24)
|
||||
@@ -1354,6 +1168,13 @@ Other changes:
|
||||
- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
|
||||
- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without
|
||||
making title bar color opaque, leading to potential texture/fb garbage being visible.
|
||||
Right now as we don't fully support transparent viewports (#2766), so we turn that
|
||||
'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89 (Released 2022-11-15)
|
||||
@@ -1542,9 +1363,26 @@ Other Changes:
|
||||
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
|
||||
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
|
||||
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
|
||||
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
|
||||
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
|
||||
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702)
|
||||
- Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer when
|
||||
it only contained the standard Collapse/Close buttons and no actual menu. (#5463, #4792)
|
||||
- Docking: Fixed regression introduced in v1.87 when docked window content not rendered
|
||||
while switching between with CTRL+Tab. [@rokups]
|
||||
- Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515)
|
||||
- Docking: Made spacing between dock nodes not a dropping gap. When hovering it only
|
||||
outer-docking drop markers are visible.
|
||||
- Docking+Viewports: Fixed undocking window node causing parent viewports to become unresponsive
|
||||
in certain situation (e.g. hidden tab bar). (#5503) [@rokups]
|
||||
- Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665)
|
||||
- Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012)
|
||||
- Backends: GLFW: Fixed leftover static variable preventing from changing or
|
||||
reinitializing backend while application is running. (#4616, #5434) [@rtoumazet]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.88 (Released 2022-06-21)
|
||||
@@ -1679,6 +1517,26 @@ Other Changes:
|
||||
- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
|
||||
- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable
|
||||
when io.ConfigWindowsMoveFromTitleBarOnly is true and multi-viewports are disabled. (#5044)
|
||||
- Docking: Fixed a regression where moving window would be interrupted after undocking a tab
|
||||
when io.ConfigDockingAlwaysTabBar is true. (#5324) [@rokups]
|
||||
- Docking: Fixed incorrect focus highlight on docking node when focusing empty central node
|
||||
or a child window which was manually injected into a dockspace window.
|
||||
- Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
|
||||
- Viewports: Fixed an issue where MouseViewport was lagging by a frame when using 1.87 Input Queue.
|
||||
A common side-effect would be that when releasing a window drag the underlying window would highlight
|
||||
for a frame. (#5837, #4921) [@cfillion]
|
||||
- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
|
||||
- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
|
||||
when multi-viewports are disabled. (#4900)
|
||||
- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups]
|
||||
- Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
|
||||
- Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
|
||||
- Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.87 (Released 2022-02-07)
|
||||
@@ -1821,6 +1679,29 @@ Other Changes:
|
||||
- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
|
||||
wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792)
|
||||
- Docking: Tabs use their own identifier instead of the Window identifier.
|
||||
(This will invalidate some stored .ini data such as last selected tab, sorry!)
|
||||
- Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows).
|
||||
- Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
|
||||
- Viewports, IO: Added io.AddMouseViewportEvent() function to queue hovered viewport change (when known by backend).
|
||||
- Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport: it is now _optional_
|
||||
for the backend to have to ignore viewports with the _NoInputs flag when call io.AddMouseViewportEvent(). It is
|
||||
much better if they can (Win32 and GLFW 3.3+ backends can, SDL and GLFW 3.2 backends cannot, they are lacking data).
|
||||
A concrete example is: when dragging a viewport for docking, the viewport is marked with _NoInputs to allow us
|
||||
to pick the target viewports for docking. If the backend reports a viewport with _NoInputs when calling the
|
||||
io.AddMouseViewportEvent() function, then Dear ImGui will revert to its flawed heuristic to find the viewport under.
|
||||
By lowering those specs, we allow the SDL and more backend to support this, only relying on the heuristic in a few
|
||||
drag and drop situations rather that relying on it everywhere.
|
||||
- Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in
|
||||
its own viewport (regression from 1.86). (#4023, #787)
|
||||
- Viewports: Fixed active InputText() from preventing viewports to merge. (#4212)
|
||||
- Backends: SDL: Added support for ImGuiBackendFlags_HasMouseHoveredViewport now that its specs have been lowered.
|
||||
- (Breaking) Removed ImGuiPlatformIO::Platform_SetImeInputPos() in favor of newly standardized
|
||||
io.SetPlatformImeDataFn() function. Should not affect more than default backends.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.86 (Released 2021-12-22)
|
||||
@@ -1919,6 +1800,24 @@ Other Changes:
|
||||
wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
|
||||
in-flux specs says. (#4766) [@meshula]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
|
||||
- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace
|
||||
when unrelated windows submitted before the dockspace have dynamic visibility. (#4757)
|
||||
- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539)
|
||||
- Docking, Style: Docked windows honor display their border properly. (#2522)
|
||||
- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.
|
||||
- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
|
||||
- Docking: Prevent docking any window created above a popup/modal. (#4317)
|
||||
- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order
|
||||
to ensure a window is not parented. Previously this would use the global default (which might be 0,
|
||||
but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871)
|
||||
- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
|
||||
- Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport.
|
||||
- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
|
||||
- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.85 (Released 2021-10-12)
|
||||
@@ -1937,6 +1836,10 @@ Breaking Changes:
|
||||
Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
|
||||
very useful in practice, and the only use of it in the demo was illfit.
|
||||
Using 'GetContentRegionAvail().x' is generally a better choice.
|
||||
- (Docking branch) IsWindowFocused() and IsWindowHovered() with only the _ChildWindows flag
|
||||
and without the _RootWindow flag used to leak docking hierarchy, so a docked window would
|
||||
return as the child of the window hosting the dockspace. This was inconsistent and incorrect
|
||||
with other behaviors so we fixed it. Added a new _DockHierarchy flag to opt-in this behavior.
|
||||
|
||||
Other Changes:
|
||||
|
||||
@@ -2010,6 +1913,29 @@ Other Changes:
|
||||
- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
|
||||
- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the
|
||||
docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test.
|
||||
- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the
|
||||
docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test.
|
||||
- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
|
||||
is disabled. (#4547, #4439) [@PathogenDavid]
|
||||
- Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when
|
||||
called after Begin() on a docked window (broken 2021/03/04). (#3851)
|
||||
- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.
|
||||
The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better.
|
||||
- Docking: Fixed settings load issue when mouse wheeling. (#4310)
|
||||
- Docking: Fixed manually created floating node with a central node from not hiding when windows are gone.
|
||||
- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin()
|
||||
that returned false because the window is docked. (#4515)
|
||||
- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
|
||||
It would manifest when e.g. reconfiguring dock nodes while dragging.
|
||||
- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows
|
||||
got reassigned to a new node (created mid-frame) which already has a HostWindow.
|
||||
- Viewports: Fixed window with viewport ini data immediately merged into a host viewport from
|
||||
leaving a temporary viewport alive for a frame (would leak into backend).
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.84.2 (Released 2021-08-23)
|
||||
@@ -2146,6 +2072,25 @@ Other Changes:
|
||||
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
|
||||
- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186)
|
||||
- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
|
||||
- Docking: Fix crash using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295) [@hsimyu]
|
||||
- Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace, which tends to happen
|
||||
when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace
|
||||
on the next frame after the floating window hosting the node has been automatically created. (#3203, #4295)
|
||||
- Docking: Reworked node flags saving/inheritance so that flags enforced by docked windows via the
|
||||
DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.
|
||||
(#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
|
||||
- Docking: (Internal/Experimental) Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass as
|
||||
it is ambiguous how to apply them and we haven't got a use out of them yet.
|
||||
- Docking: Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows when there are
|
||||
no close button. (#5745)
|
||||
- Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value
|
||||
from the implicit/fallback window. (#4236, #2409)
|
||||
- Backends: Vulkan: Fix the use of the incorrect fence for secondary viewports. (#4208) [@FunMiles]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.83 (Released 2021-05-24)
|
||||
@@ -2230,6 +2175,22 @@ Other Changes:
|
||||
- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
|
||||
- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the
|
||||
option set to false (dock/undock by default, hold shift to avoid docking). (#2109)
|
||||
- Docking: DockSpace() returns its node ID.
|
||||
- Docking: Dockspace() never draws a background. (#3924)
|
||||
- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations.
|
||||
- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130)
|
||||
- Docking: Tweak rendering and alignment of dock node menu marker. (#4130)
|
||||
- Docking: Fixed restoring of tab order within a dockspace or a split node.
|
||||
- Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.
|
||||
- Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame.
|
||||
- Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967)
|
||||
- Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837).
|
||||
- Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.82 (Released 2021-02-15)
|
||||
@@ -2315,7 +2276,7 @@ Other Changes:
|
||||
alpha compositing and transparent windows. (#2766, #3447 etc.).
|
||||
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
||||
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
|
||||
across all backends), facilitating compositing of the output buffer with another buffer.
|
||||
accross all backends), facilitating compositing of the output buffer with another buffer.
|
||||
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
||||
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
|
||||
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
|
||||
@@ -2325,6 +2286,13 @@ Other Changes:
|
||||
scheduled builds builds are not required. [@rokups]
|
||||
- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213)
|
||||
- Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable.
|
||||
- Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch.
|
||||
- Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.81 (Released 2021-02-10)
|
||||
@@ -2406,6 +2374,17 @@ Other Changes:
|
||||
- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
|
||||
- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC]
|
||||
- Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733)
|
||||
- Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate
|
||||
(and misleading as we will evolve the concept).
|
||||
- Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into regular fields
|
||||
(WorkPos, WorkSize) before exposing in master branch.
|
||||
- Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
|
||||
- Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.80 (Released 2021-01-21)
|
||||
@@ -2525,6 +2504,14 @@ Other Changes:
|
||||
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
|
||||
- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Docked windows honor change of tab and text colors. (#2771)
|
||||
- Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar().
|
||||
- Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
|
||||
- Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport.
|
||||
- Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation. (#3459, #3579)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.79 (Released 2020-10-08)
|
||||
@@ -2619,6 +2606,21 @@ Other Changes:
|
||||
- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
|
||||
on 32-bit systems. Added project to default Visual Studio solution file. (#301)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: DockSpace() emits ItemSize() properly (useful when not filling all space).
|
||||
- Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d. Improve metrics debugging.
|
||||
- Docking: Fix honoring payload filter with overlapping nodes (we incorrectly over-relied on g.HoveredDockNode
|
||||
when making change for #3398).
|
||||
- Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499)
|
||||
- Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered.
|
||||
- Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD]
|
||||
- Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main
|
||||
viewport. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow().
|
||||
- Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424)
|
||||
- Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna]
|
||||
- Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.78 (Released 2020-08-18)
|
||||
@@ -2720,6 +2722,23 @@ Other Changes:
|
||||
- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
|
||||
- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109)
|
||||
- Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an
|
||||
empty node. (#3398)
|
||||
- Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a. Most typically noticeable
|
||||
when disabling multi-viewport.
|
||||
- Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340)
|
||||
- Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on
|
||||
_WantLockSizeOnce forever. (#3328)
|
||||
- Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be
|
||||
properly handled but this is a step toward toolbar emitting size constraints.
|
||||
- Docking: Added experimental flags to perform more docking filtering and disable resize per axis.
|
||||
Designed for toolbar patterns.
|
||||
- Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available.
|
||||
- Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.77 (Released 2020-06-29)
|
||||
@@ -2811,6 +2830,17 @@ Other Changes:
|
||||
- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
|
||||
not forwarding right and center mouse clicks. (#3260) [@nburrus]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213)
|
||||
- Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch. (#1542)
|
||||
- Docking, Settings: Allow reload of settings data at runtime. (#2573)
|
||||
- Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning
|
||||
callbacks on next frame after window is resized manually. (#2117)
|
||||
- Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
|
||||
- Backends: DX12: Fix for crash caused by early resource release. (#3121)
|
||||
- Backends, Win32: Request monitor update when DPI awareness is enabled to make sure they have the correct DPI settings.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.76 (Released 2020-04-12)
|
||||
@@ -2883,6 +2913,20 @@ Other Changes:
|
||||
- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
|
||||
- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101)
|
||||
- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118)
|
||||
- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport()
|
||||
and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109)
|
||||
- Viewports: Improve menu positioning in multi-monitor setups. [@rokups]
|
||||
- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
|
||||
- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability
|
||||
to locate those items. Also simpler and more standard.
|
||||
- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892).
|
||||
- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports.
|
||||
- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.75 (Released 2020-02-10)
|
||||
@@ -2981,6 +3025,21 @@ Other Changes:
|
||||
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
|
||||
even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows.
|
||||
- Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window.
|
||||
- Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when
|
||||
it stops being submitted).
|
||||
- Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960)
|
||||
- Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass
|
||||
(currently experimenting with toolbar idioms).
|
||||
- Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect
|
||||
(can happen with OS decoration enabled).
|
||||
- Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.
|
||||
- Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117)
|
||||
- Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.74 (Released 2019-11-25)
|
||||
@@ -3060,6 +3119,14 @@ Other Changes:
|
||||
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
|
||||
applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Can undock from the small triangle button. (#2109,. #2645)
|
||||
- Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node,
|
||||
leading to empty space at the right of tab-bars with those flags. (#2109)
|
||||
- Docking: Made docked windows not use style.ChildRounding.
|
||||
- Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.73 (Released 2019-09-24)
|
||||
@@ -3122,6 +3189,28 @@ Other Changes:
|
||||
- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
|
||||
fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109)
|
||||
- Docking: Fix for node created at the same time as windows that are still resizing (typically with
|
||||
io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame,
|
||||
which is not ideal but not very problematic as the .ini data gets populated after that.
|
||||
- Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node).
|
||||
- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing
|
||||
it back. Fix modal reference viewport when opened outside of another window. (#1542)
|
||||
- Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445,
|
||||
which becomes particularly bad with unfocused modal. (#1542)
|
||||
- Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state).
|
||||
There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542)
|
||||
- Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created
|
||||
in NewFrame() as such, messing with popup viewport inheritance.
|
||||
- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so a click
|
||||
would miss it and focus the OS window behind expected one. (#1542)
|
||||
- Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769)
|
||||
- Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups]
|
||||
- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups]
|
||||
- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.72b (Released 2019-07-31)
|
||||
@@ -3224,6 +3313,25 @@ Other Changes:
|
||||
(#2482, #2632) [@josiahmanson]
|
||||
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645).
|
||||
- Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690).
|
||||
- Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
|
||||
- Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar.
|
||||
Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
|
||||
- Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0
|
||||
or later), which is a common user error leading to loss of .ini data on load.
|
||||
- Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame.
|
||||
- Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows.
|
||||
- Docking: Added ImGuiDockNode to .natvis file.
|
||||
- Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638)
|
||||
- Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676)
|
||||
- Viewport: Refactored ImGuiWindowClass's ViewportFlagsOverrideMask + ViewportFlagsOverrideValue into
|
||||
ViewportFlagsOverrideSet + ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
|
||||
- Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis
|
||||
via the ImGuiWindowClass override mechanism. (#1542)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.71 (Released 2019-06-12)
|
||||
@@ -3563,6 +3671,7 @@ Breaking Changes:
|
||||
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
|
||||
- Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
|
||||
- Added ImGuiTabBarFlags flags for BeginTabBar().
|
||||
@@ -5724,7 +5833,7 @@ Other Changes:
|
||||
VERSION 1.08 (2014-08-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
|
||||
|
||||
- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
|
||||
- Fixed file descriptor leak on LoadSettings() failure.
|
||||
|
||||
@@ -58,7 +58,7 @@ Steps:
|
||||
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
|
||||
|
||||
**Some unfortunate words of warning**
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
|
||||
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
|
||||
|
||||
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
|
||||
|
||||
@@ -104,8 +104,8 @@ OSX + OpenGL2 example. <BR>
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
|
||||
GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
|
||||
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
|
||||
Emcripten + GLFW + WebGPU example. <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
|
||||
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
|
||||
|
||||
@@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders.<BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
|
||||
@@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
|
||||
|
||||
42
docs/FAQ.md
42
docs/FAQ.md
@@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
||||
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
||||
@@ -199,42 +199,10 @@ ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
### Q: About the ID Stack system...
|
||||
### Q: Why is my widget not reacting when I click on it?
|
||||
### Q: Why is the wrong widget reacting when I click on one?
|
||||
### Q: How can I have widgets with an empty label?
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
### Q: How can I have multiple windows with the same label?
|
||||
|
||||
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
|
||||
<table>
|
||||
<tr>
|
||||
<td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
|
||||
<td>
|
||||
<pre lang="cpp">
|
||||
ImGui::Begin("Incorrect!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Correct!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Also Correct!");
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
ImGui::PushID(n);
|
||||
ImGui::DragFloat2("My value", &objects[n]->pos.x);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::End();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
A primer on labels and the ID Stack...
|
||||
|
||||
Dear ImGui internally needs to uniquely identify UI elements.
|
||||
@@ -653,8 +621,8 @@ You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/7503)
|
||||
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/6897)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -696,11 +664,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -11,11 +11,11 @@ Dear ImGui
|
||||
|
||||
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### The Pitch
|
||||
@@ -141,7 +141,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
@@ -162,8 +162,6 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
|
||||
|
||||
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
|
||||
|
||||
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
|
||||
@@ -174,7 +172,7 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
@@ -184,13 +182,13 @@ How to help
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
|
||||
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
|
||||
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
|
||||
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
||||
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
|
||||
@@ -207,7 +205,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind
|
||||
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
|
||||
|
||||
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
|
||||
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
|
||||
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
|
||||
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
|
||||
@@ -117,7 +117,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot
|
||||
- (plot: deleted all other todo lines on 2023-06-28)
|
||||
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
@@ -129,7 +129,35 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- separator: width, thickness, centering (#1643, #2657)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- docking: merge docking branch (#2109)
|
||||
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
|
||||
- docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
|
||||
- docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
|
||||
- docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
|
||||
- docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
|
||||
- docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
|
||||
- docking: B~ central node resizing behavior incorrect.
|
||||
- docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
|
||||
- docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
|
||||
- docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
|
||||
- docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
|
||||
- docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
|
||||
- docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
|
||||
- docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
|
||||
- docking: B: resize grip drawn in host window typically appears under scrollbar.
|
||||
- docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
|
||||
- docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
|
||||
- docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
|
||||
- docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
|
||||
- docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
|
||||
- docking: B- tab bar: make selected tab always shows its full title?
|
||||
- docking: B- hide close button on single tab bar?
|
||||
- docking: B- nav: design interactions so nav controls can dock/undock
|
||||
- docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
|
||||
- docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
|
||||
- docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
|
||||
- docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
|
||||
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
|
||||
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
|
||||
|
||||
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
@@ -150,6 +178,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: use clipper.
|
||||
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
|
||||
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
|
||||
- listbox: multiple selection (WIP range-select branch)
|
||||
@@ -172,14 +201,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
|
||||
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
|
||||
|
||||
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
|
||||
- shortcuts: store multiple keychords in ImGuiKeyChord
|
||||
- shortcuts: Hovered route (lower than Focused, higher than Global)
|
||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
|
||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
|
||||
|
||||
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
|
||||
@@ -275,6 +303,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: visual feedback on button press.
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
@@ -302,6 +331,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
|
||||
- viewport: make it possible to have no main/hosting viewport
|
||||
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
|
||||
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
|
||||
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
|
||||
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
|
||||
- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
|
||||
- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
|
||||
- viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
|
||||
- viewport: need to clarify how to use GetMousePos() from a user point of view.
|
||||
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
|
||||
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
|
||||
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
|
||||
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
|
||||
|
||||
- inputs: support track pad style scrolling & slider edit.
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
@@ -314,7 +357,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||
- misc: use more size_t in public api?
|
||||
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
||||
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
||||
- misc: possible compile-time support for wchar_t instead of char*?
|
||||
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
- demo: add vertical separator demo
|
||||
@@ -334,7 +378,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
|
||||
|
||||
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
|
||||
@@ -40,6 +40,7 @@ int main(int, char**)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
@@ -161,7 +161,7 @@ void Init(struct android_app* app)
|
||||
|
||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
||||
// FIXME: Put some effort into DPI awareness.
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.SizePixels = 22.0f;
|
||||
io.Fonts->AddFontDefault(&font_cfg);
|
||||
|
||||
@@ -7,7 +7,10 @@
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; };
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
|
||||
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; };
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
@@ -33,7 +36,11 @@
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = "<group>"; };
|
||||
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; };
|
||||
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
|
||||
@@ -66,6 +73,7 @@
|
||||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
|
||||
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
|
||||
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
|
||||
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
|
||||
@@ -76,6 +84,7 @@
|
||||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
|
||||
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
|
||||
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
|
||||
@@ -136,6 +145,8 @@
|
||||
83BBE9E320EB46B800295997 /* Frameworks */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
050450AC276863B000AB6805 /* QuartzCore.framework */,
|
||||
05A275432773BEA20084EF39 /* QuartzCore.framework */,
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */,
|
||||
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
|
||||
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
|
||||
@@ -153,7 +164,9 @@
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */,
|
||||
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
|
||||
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
|
||||
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
|
||||
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
|
||||
83BBEA0420EB54E700295997 /* imconfig.h */,
|
||||
83BBEA0320EB54E700295997 /* imgui.cpp */,
|
||||
@@ -268,9 +281,9 @@
|
||||
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
|
||||
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
@@ -281,10 +294,10 @@
|
||||
files = (
|
||||
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
|
||||
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
|
||||
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
|
||||
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
|
||||
);
|
||||
|
||||
@@ -60,11 +60,21 @@
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Renderer backend
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
@@ -195,6 +205,13 @@
|
||||
// Present
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
[commandBuffer commit];
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
}
|
||||
|
||||
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
|
||||
@@ -47,11 +47,21 @@
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init(self);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
@@ -136,6 +146,13 @@
|
||||
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
@@ -18,7 +18,7 @@ To run on a local machine:
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
@@ -1,6 +1,5 @@
|
||||
// Dear ImGui: standalone example application for using GLFW + WebGPU
|
||||
// - Emscripten is supported for publishing on web. See https://emscripten.org.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -12,15 +11,11 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#else
|
||||
#include <webgpu/webgpu_glfw.h>
|
||||
#endif
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
@@ -31,16 +26,15 @@
|
||||
#endif
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 1280;
|
||||
static int wgpu_swap_chain_height = 720;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// Forward declarations
|
||||
static bool InitWGPU(GLFWwindow* window);
|
||||
static bool InitWGPU();
|
||||
static void CreateSwapChain(int width, int height);
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
@@ -72,19 +66,18 @@ int main(int, char**)
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU(window))
|
||||
if (!InitWGPU())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@@ -122,7 +115,7 @@ int main(int, char**)
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
@@ -155,7 +148,7 @@ int main(int, char**)
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
CreateSwapChain(width, height);
|
||||
@@ -207,13 +200,7 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
// Tick needs to be called in Dawn to display validation errors
|
||||
wgpuDeviceTick(wgpu_device);
|
||||
#endif
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
@@ -235,15 +222,6 @@ int main(int, char**)
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
wgpuSwapChainPresent(wgpu_swap_chain);
|
||||
#endif
|
||||
|
||||
wgpuTextureViewRelease(color_attachments.view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
@@ -260,72 +238,29 @@ int main(int, char**)
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
static WGPUAdapter RequestAdapter(WGPUInstance instance)
|
||||
static bool InitWGPU()
|
||||
{
|
||||
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
|
||||
{
|
||||
if (status == WGPURequestAdapterStatus_Success)
|
||||
*(WGPUAdapter*)(pUserData) = adapter;
|
||||
else
|
||||
printf("Could not get WebGPU adapter: %s\n", message);
|
||||
};
|
||||
WGPUAdapter adapter;
|
||||
wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
|
||||
return adapter;
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
||||
{
|
||||
auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
|
||||
{
|
||||
if (status == WGPURequestDeviceStatus_Success)
|
||||
*(WGPUDevice*)(pUserData) = device;
|
||||
else
|
||||
printf("Could not get WebGPU device: %s\n", message);
|
||||
};
|
||||
WGPUDevice device;
|
||||
wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
|
||||
return device;
|
||||
}
|
||||
#endif
|
||||
|
||||
static bool InitWGPU(GLFWwindow* window)
|
||||
{
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
#else
|
||||
WGPUAdapter adapter = RequestAdapter(instance.Get());
|
||||
if (!adapter)
|
||||
return false;
|
||||
wgpu_device = RequestDevice(adapter);
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
#else
|
||||
wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
|
||||
if (!surface)
|
||||
return false;
|
||||
wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
|
||||
#endif
|
||||
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
|
||||
<title>Dear ImGui Emscripten+GLFW+WebGPU example</title>
|
||||
<title>Dear ImGui Emscripten+WebGPU example</title>
|
||||
<style>
|
||||
body { margin: 0; background-color: black }
|
||||
.emscripten {
|
||||
@@ -63,10 +63,6 @@
|
||||
|
||||
// Initialize the graphics adapter
|
||||
{
|
||||
if (!navigator.gpu) {
|
||||
throw Error("WebGPU not supported.");
|
||||
}
|
||||
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
const device = await adapter.requestDevice();
|
||||
Module.preinitializedWebGPUDevice = device;
|
||||
@@ -33,11 +33,21 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@@ -69,7 +79,7 @@ int main(int, char**)
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
NSWindow *nswin = glfwGetCocoaWindow(window);
|
||||
@@ -157,6 +167,13 @@ int main(int, char**)
|
||||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
|
||||
@@ -52,11 +52,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
@@ -150,6 +162,17 @@ int main(int, char**)
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
GLFWwindow* backup_current_context = glfwGetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
glfwMakeContextCurrent(backup_current_context);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
@@ -77,11 +77,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -179,6 +191,17 @@ int main(int, char**)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
GLFWwindow* backup_current_context = glfwGetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
glfwMakeContextCurrent(backup_current_context);
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
||||
@@ -21,12 +21,8 @@
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
@@ -117,9 +113,6 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
@@ -158,20 +151,17 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
@@ -287,8 +277,8 @@ static void CleanupVulkan()
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
@@ -429,11 +419,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
@@ -542,17 +544,25 @@ int main(int, char**)
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
if (!main_is_minimized)
|
||||
FrameRender(wd, main_draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present Main Platform Window
|
||||
if (!main_is_minimized)
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
|
||||
@@ -1,100 +0,0 @@
|
||||
# Building for desktop (WebGPU-native) with Dawn:
|
||||
# 1. git clone https://github.com/google/dawn dawn
|
||||
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
# * build/Debug/example_glfw_wgpu[.exe]
|
||||
# * build/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for Emscripten:
|
||||
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||
# 2. Install Ninja build system
|
||||
# 3. emcmake cmake -G Ninja -B build
|
||||
# 3. cmake --build build
|
||||
# 4. emrun build/index.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.10.2)
|
||||
project(imgui_example_glfw_wgpu C CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
|
||||
# Libraries
|
||||
if(EMSCRIPTEN)
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else()
|
||||
# Dawn wgpu desktop
|
||||
set(DAWN_FETCH_DEPENDENCIES ON)
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
if (NOT IMGUI_DAWN_DIR)
|
||||
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
|
||||
endif()
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if (NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
|
||||
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
|
||||
|
||||
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
|
||||
endif()
|
||||
|
||||
add_executable(example_glfw_wgpu
|
||||
main.cpp
|
||||
# backend files
|
||||
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
|
||||
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
|
||||
# Dear ImGui files
|
||||
${IMGUI_DIR}/imgui.cpp
|
||||
${IMGUI_DIR}/imgui_draw.cpp
|
||||
${IMGUI_DIR}/imgui_demo.cpp
|
||||
${IMGUI_DIR}/imgui_tables.cpp
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
target_include_directories(example_glfw_wgpu PUBLIC
|
||||
${IMGUI_DIR}
|
||||
${IMGUI_DIR}/backends
|
||||
)
|
||||
|
||||
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
|
||||
|
||||
# Emscripten settings
|
||||
if(EMSCRIPTEN)
|
||||
target_link_options(example_glfw_wgpu PRIVATE
|
||||
"-sUSE_WEBGPU=1"
|
||||
"-sUSE_GLFW=3"
|
||||
"-sWASM=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
"-sASSERTIONS=1"
|
||||
"-sDISABLE_EXCEPTION_CATCHING=1"
|
||||
"-sNO_FILESYSTEM=1"
|
||||
)
|
||||
set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
|
||||
# copy our custom index.html to build directory
|
||||
add_custom_command(TARGET example_glfw_wgpu POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
|
||||
)
|
||||
endif()
|
||||
@@ -61,6 +61,7 @@ int main(int argc, char** argv)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@@ -78,7 +79,6 @@ int main(int argc, char** argv)
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
||||
@@ -71,11 +71,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForD3D(window);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
@@ -176,6 +188,13 @@ int main(int, char**)
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
@@ -24,11 +24,21 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@@ -168,6 +178,13 @@ int main(int, char**)
|
||||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
|
||||
@@ -57,11 +57,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
@@ -155,6 +167,19 @@ int main(int, char**)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
|
||||
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
|
||||
@@ -84,11 +84,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
@@ -189,6 +201,19 @@ int main(int, char**)
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
|
||||
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
||||
@@ -155,7 +155,7 @@ int main(int, char**)
|
||||
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
|
||||
@@ -20,12 +20,8 @@
|
||||
#include <stdlib.h> // abort
|
||||
#include <SDL.h>
|
||||
#include <SDL_vulkan.h>
|
||||
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
@@ -105,9 +101,6 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
@@ -146,20 +139,17 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
@@ -275,8 +265,8 @@ static void CleanupVulkan()
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
@@ -429,11 +419,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
@@ -551,17 +553,25 @@ int main(int, char**)
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
if (!main_is_minimized)
|
||||
FrameRender(wd, main_draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present Main Platform Window
|
||||
if (!main_is_minimized)
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
|
||||
@@ -37,9 +37,9 @@ LIBS =
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs`
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
|
||||
|
||||
CXXFLAGS += `pkg-config sdl3 --cflags`
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@@ -48,7 +48,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `pkg-config sdl3 --cflags`
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@@ -83,11 +83,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
@@ -188,6 +200,19 @@ int main(int, char**)
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
|
||||
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
|
||||
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
||||
@@ -26,9 +26,9 @@ LIBS =
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -ldl `pkg-config sdl3 --libs`
|
||||
LIBS += -ldl `sdl3-config --libs`
|
||||
|
||||
CXXFLAGS += `pkg-config sdl3 --cflags`
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `pkg-config sdl3 --cflags`
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@@ -42,8 +42,7 @@ int main(int, char**)
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
|
||||
SDL_SetRenderVSync(renderer, 1);
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
|
||||
@@ -160,9 +159,9 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
// Data
|
||||
static ID3D10Device* g_pd3dDevice = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
@@ -54,11 +53,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||
@@ -101,14 +112,6 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window being minimized or screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -167,13 +170,17 @@ int main(int, char**)
|
||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX10_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
@@ -186,7 +193,6 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
static ID3D11Device* g_pd3dDevice = nullptr;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
@@ -54,11 +53,28 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
//io.ConfigViewportsNoDefaultParent = true;
|
||||
//io.ConfigDockingAlwaysTabBar = true;
|
||||
//io.ConfigDockingTransparentPayload = true;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
@@ -101,14 +117,6 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window being minimized or screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -167,10 +175,15 @@ int main(int, char**)
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
@@ -186,7 +199,6 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
@@ -241,6 +253,10 @@ void CleanupRenderTarget()
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
|
||||
}
|
||||
|
||||
#ifndef WM_DPICHANGED
|
||||
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
|
||||
#endif
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
@@ -269,6 +285,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
case WM_DPICHANGED:
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
|
||||
{
|
||||
//const int dpi = HIWORD(wParam);
|
||||
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
|
||||
const RECT* suggested_rect = (RECT*)lParam;
|
||||
::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
}
|
||||
break;
|
||||
}
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
@@ -26,8 +26,6 @@
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
#endif
|
||||
|
||||
#include "imgui_internal.h"
|
||||
|
||||
struct FrameContext
|
||||
{
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
@@ -49,7 +47,6 @@ static ID3D12Fence* g_fence = nullptr;
|
||||
static HANDLE g_fenceEvent = nullptr;
|
||||
static UINT64 g_fenceLastSignaledValue = 0;
|
||||
static IDXGISwapChain3* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static HANDLE g_hSwapChainWaitableObject = nullptr;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
@@ -90,11 +87,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
@@ -140,14 +149,6 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX12_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
@@ -220,10 +221,15 @@ int main(int, char**)
|
||||
|
||||
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
|
||||
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
|
||||
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
||||
@@ -246,7 +252,6 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
// Data
|
||||
static LPDIRECT3D9 g_pD3D = nullptr;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
|
||||
static bool g_DeviceLost = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp = {};
|
||||
|
||||
@@ -52,11 +51,23 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||
@@ -99,20 +110,6 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle lost D3D9 device
|
||||
if (g_DeviceLost)
|
||||
{
|
||||
HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
|
||||
if (hr == D3DERR_DEVICELOST)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
if (hr == D3DERR_DEVICENOTRESET)
|
||||
ResetDevice();
|
||||
g_DeviceLost = false;
|
||||
}
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -177,12 +174,21 @@ int main(int, char**)
|
||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||
g_pd3dDevice->EndScene();
|
||||
}
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
|
||||
if (result == D3DERR_DEVICELOST)
|
||||
g_DeviceLost = true;
|
||||
|
||||
// Handle loss of D3D9 device
|
||||
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
|
||||
ResetDevice();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
@@ -195,7 +201,6 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
|
||||
@@ -231,6 +236,10 @@ void ResetDevice()
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
#ifndef WM_DPICHANGED
|
||||
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
|
||||
#endif
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
@@ -259,6 +268,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
case WM_DPICHANGED:
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
|
||||
{
|
||||
//const int dpi = HIWORD(wParam);
|
||||
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
|
||||
const RECT* suggested_rect = (RECT*)lParam;
|
||||
::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
}
|
||||
break;
|
||||
}
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
@@ -33,6 +33,42 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
|
||||
void ResetDeviceWGL();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Support function for multi-viewports
|
||||
// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
|
||||
// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
|
||||
static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
assert(viewport->RendererUserData == NULL);
|
||||
|
||||
WGL_WindowData* data = IM_NEW(WGL_WindowData);
|
||||
CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
|
||||
viewport->RendererUserData = data;
|
||||
}
|
||||
|
||||
static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (viewport->RendererUserData != NULL)
|
||||
{
|
||||
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
|
||||
CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
|
||||
IM_DELETE(data);
|
||||
viewport->RendererUserData = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
// Activate the platform window DC in the OpenGL rendering context
|
||||
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
|
||||
wglMakeCurrent(data->hDC, g_hRC);
|
||||
}
|
||||
|
||||
static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
|
||||
::SwapBuffers(data->hDC);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
@@ -62,15 +98,39 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_InitForOpenGL(hwnd);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
// Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
|
||||
IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
|
||||
IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
|
||||
IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
|
||||
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
|
||||
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
|
||||
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
|
||||
}
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@@ -158,6 +218,16 @@ int main(int, char**)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
|
||||
// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
|
||||
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
|
||||
}
|
||||
|
||||
// Present
|
||||
::SwapBuffers(g_MainWindow.hDC);
|
||||
}
|
||||
|
||||
@@ -200,7 +200,7 @@ typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
|
||||
@brief Get time function
|
||||
|
||||
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
|
||||
have occurred. The time base should be a cyclic millisecond time value.
|
||||
have occured. The time base should be a cyclic millisecond time value.
|
||||
|
||||
@returns Time value in milliseconds
|
||||
**/
|
||||
|
||||
@@ -14,8 +14,6 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#define WIN98
|
||||
|
||||
//---- 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)
|
||||
|
||||
810
imgui_demo.cpp
810
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
530
imgui_draw.cpp
530
imgui_draw.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.90.9 WIP
|
||||
// dear imgui, v1.90.3
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -8,7 +8,6 @@ Index of this file:
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
// [SECTION] ImDrawListSplitter
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
@@ -65,7 +64,6 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
@@ -175,12 +173,6 @@ using namespace IMGUI_STB_NAMESPACE;
|
||||
|
||||
void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -222,6 +214,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
|
||||
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -237,17 +231,10 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -289,6 +276,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
|
||||
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -304,19 +293,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Those light colors are better suited with a thicker font than the default one + FrameBorder
|
||||
void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -358,6 +339,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
|
||||
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -373,132 +356,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Windows style config
|
||||
#ifdef WIN98
|
||||
void ImGui::StyleWin98(ImGuiStyle* dst)
|
||||
{
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
style->FrameBorderSize = 1.0f;
|
||||
style->FramePadding = ImVec2(4.0f, 4.0f);
|
||||
style->WindowMenuButtonPosition = ImGuiDir_Right;
|
||||
style->ScrollbarSize = 16.0f;
|
||||
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
|
||||
colors[ImGuiCol_WindowBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_ChildBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_PopupBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
|
||||
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_FrameBgHovered] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_FrameBgActive] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
|
||||
colors[ImGuiCol_TitleBgActive] = ImVec4(0.00f, 0.00f, 0.50f, 1.00f);
|
||||
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
|
||||
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
|
||||
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
|
||||
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
|
||||
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
|
||||
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
|
||||
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
|
||||
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
|
||||
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
|
||||
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
|
||||
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
|
||||
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
|
||||
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
|
||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_Tab] = ImVec4(0.76f, 0.80f, 0.84f, 0.95f);
|
||||
colors[ImGuiCol_TabHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_TabActive] = ImVec4(0.60f, 0.73f, 0.88f, 0.95f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImVec4(0.92f, 0.92f, 0.94f, 0.95f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.74f, 0.82f, 0.91f, 1.00f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
|
||||
|
||||
if (dst != NULL) return;
|
||||
|
||||
// Fonts + Icons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < io.Fonts->ConfigData.size(); i++) {
|
||||
if (strcmp(io.Fonts->ConfigData[i].Name, "MS Sans Serif")) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
ImFont *font = io.Fonts->AddFontFromFileTTF("../../MS Sans Serif.ttf", 12.0f, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
io.Fonts->AddFontFromFileTTF("../../MS Sans Serif Bold.ttf", 12.0f, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
|
||||
// Run-length encoding of some icons
|
||||
// In retrorespect I should have used an icon map like FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS
|
||||
unsigned char minimize[] = {86,6,6,6,0};
|
||||
unsigned char close[] = {14,2,4,2,5,2,2,2,7,4,9,2,9,4,7,2,2,2,5,2,4,2,0};
|
||||
unsigned char *run_length[] = {close, minimize};
|
||||
|
||||
int rect_ids[IM_ARRAYSIZE(run_length)];
|
||||
for (int i = 0; i < IM_ARRAYSIZE(run_length); i++) {
|
||||
// Starts with unicode multiplication sign and extends
|
||||
rect_ids[i] = io.Fonts->AddCustomRectFontGlyph(font, (ImWchar)(215 + i), 12, 9, 13+1);
|
||||
}
|
||||
|
||||
io.Fonts->Build();
|
||||
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int i = 0; i < IM_ARRAYSIZE(run_length); i++) {
|
||||
|
||||
int rect_id = rect_ids[i];
|
||||
if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) {
|
||||
bool black = false;
|
||||
unsigned char* run = run_length[i];
|
||||
int run_size = 0;
|
||||
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--) {
|
||||
if (black) *p = IM_COL32(255, 0, 0, 255);
|
||||
p ++;
|
||||
run_size ++;
|
||||
if (run_size == *run) {
|
||||
run_size = 0;
|
||||
run ++;
|
||||
black = !black;
|
||||
if (*run == 0) goto done;
|
||||
}
|
||||
}
|
||||
}
|
||||
done:;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -530,7 +389,6 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
|
||||
}
|
||||
|
||||
// Initialize before use in a new frame. We always have a command ready in the buffer.
|
||||
// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
|
||||
void ImDrawList::_ResetForNewFrame()
|
||||
{
|
||||
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
|
||||
@@ -1365,10 +1223,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments)
|
||||
{
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
|
||||
@@ -1377,10 +1235,11 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius,
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
||||
ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
|
||||
const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
|
||||
point.x = rel.x + center.x;
|
||||
point.y = rel.y + center.y;
|
||||
ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y);
|
||||
const float rel_x = (point.x * cos_rot) - (point.y * sin_rot);
|
||||
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot);
|
||||
point.x = rel_x + center.x;
|
||||
point.y = rel_y + center.y;
|
||||
_Path.push_back(point);
|
||||
}
|
||||
}
|
||||
@@ -1705,31 +1564,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
}
|
||||
|
||||
// Ellipse
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@@ -1760,11 +1619,10 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
// Accept null ranges
|
||||
if (text_begin == text_end || text_begin[0] == 0)
|
||||
return;
|
||||
if (text_end == NULL)
|
||||
text_end = text_begin + strlen(text_begin);
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
// Pull default font/size from the shared ImDrawListSharedData instance
|
||||
if (font == NULL)
|
||||
@@ -1848,316 +1706,6 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
//-----------------------------------------------------------------------------
|
||||
// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
|
||||
// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
|
||||
// Provided as a convenience for user but not used by main library.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ImTriangulator [Internal]
|
||||
// - AddConcavePolyFilled()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImTriangulatorNodeType
|
||||
{
|
||||
ImTriangulatorNodeType_Convex,
|
||||
ImTriangulatorNodeType_Ear,
|
||||
ImTriangulatorNodeType_Reflex
|
||||
};
|
||||
|
||||
struct ImTriangulatorNode
|
||||
{
|
||||
ImTriangulatorNodeType Type;
|
||||
int Index;
|
||||
ImVec2 Pos;
|
||||
ImTriangulatorNode* Next;
|
||||
ImTriangulatorNode* Prev;
|
||||
|
||||
void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
|
||||
};
|
||||
|
||||
struct ImTriangulatorNodeSpan
|
||||
{
|
||||
ImTriangulatorNode** Data = NULL;
|
||||
int Size = 0;
|
||||
|
||||
void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
|
||||
void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
|
||||
};
|
||||
|
||||
struct ImTriangulator
|
||||
{
|
||||
static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
|
||||
static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
|
||||
|
||||
void Init(const ImVec2* points, int points_count, void* scratch_buffer);
|
||||
void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
|
||||
|
||||
// Internal functions
|
||||
void BuildNodes(const ImVec2* points, int points_count);
|
||||
void BuildReflexes();
|
||||
void BuildEars();
|
||||
void FlipNodeList();
|
||||
bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
|
||||
void ReclassifyNode(ImTriangulatorNode* node);
|
||||
|
||||
// Internal members
|
||||
int _TrianglesLeft = 0;
|
||||
ImTriangulatorNode* _Nodes = NULL;
|
||||
ImTriangulatorNodeSpan _Ears;
|
||||
ImTriangulatorNodeSpan _Reflexes;
|
||||
};
|
||||
|
||||
// Distribute storage for nodes, ears and reflexes.
|
||||
// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
|
||||
// (this would require first building reflexes to bail to convex if empty, without even building nodes)
|
||||
void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
|
||||
{
|
||||
IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
|
||||
_TrianglesLeft = EstimateTriangleCount(points_count);
|
||||
_Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
|
||||
_Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
|
||||
_Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
|
||||
BuildNodes(points, points_count);
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
|
||||
{
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_Nodes[i].Type = ImTriangulatorNodeType_Convex;
|
||||
_Nodes[i].Index = i;
|
||||
_Nodes[i].Pos = points[i];
|
||||
_Nodes[i].Next = _Nodes + i + 1;
|
||||
_Nodes[i].Prev = _Nodes + i - 1;
|
||||
}
|
||||
_Nodes[0].Prev = _Nodes + points_count - 1;
|
||||
_Nodes[points_count - 1].Next = _Nodes;
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildReflexes()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Reflex;
|
||||
_Reflexes.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildEars()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (n1->Type != ImTriangulatorNodeType_Convex)
|
||||
continue;
|
||||
if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Ear;
|
||||
_Ears.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
|
||||
{
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
FlipNodeList();
|
||||
|
||||
ImTriangulatorNode* node = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
|
||||
node->Type = ImTriangulatorNodeType_Convex;
|
||||
_Reflexes.Size = 0;
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
|
||||
// If we still don't have ears, it means geometry is degenerated.
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
// Return first triangle available, mimicking the behavior of convex fill.
|
||||
IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
|
||||
_Ears.Data[0] = _Nodes;
|
||||
_Ears.Size = 1;
|
||||
}
|
||||
}
|
||||
|
||||
ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
|
||||
out_triangle[0] = ear->Prev->Index;
|
||||
out_triangle[1] = ear->Index;
|
||||
out_triangle[2] = ear->Next->Index;
|
||||
|
||||
ear->Unlink();
|
||||
if (ear == _Nodes)
|
||||
_Nodes = ear->Next;
|
||||
|
||||
ReclassifyNode(ear->Prev);
|
||||
ReclassifyNode(ear->Next);
|
||||
_TrianglesLeft--;
|
||||
}
|
||||
|
||||
void ImTriangulator::FlipNodeList()
|
||||
{
|
||||
ImTriangulatorNode* prev = _Nodes;
|
||||
ImTriangulatorNode* temp = _Nodes;
|
||||
ImTriangulatorNode* current = _Nodes->Next;
|
||||
prev->Next = prev;
|
||||
prev->Prev = prev;
|
||||
while (current != _Nodes)
|
||||
{
|
||||
temp = current->Next;
|
||||
|
||||
current->Next = prev;
|
||||
prev->Prev = current;
|
||||
_Nodes->Next = current;
|
||||
current->Prev = _Nodes;
|
||||
|
||||
prev = current;
|
||||
current = temp;
|
||||
}
|
||||
_Nodes = prev;
|
||||
}
|
||||
|
||||
// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
|
||||
bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
|
||||
{
|
||||
ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
|
||||
for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
|
||||
{
|
||||
ImTriangulatorNode* reflex = *p;
|
||||
if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
|
||||
if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
|
||||
{
|
||||
// Classify node
|
||||
ImTriangulatorNodeType type;
|
||||
const ImTriangulatorNode* n0 = n1->Prev;
|
||||
const ImTriangulatorNode* n2 = n1->Next;
|
||||
if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Reflex;
|
||||
else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Ear;
|
||||
else
|
||||
type = ImTriangulatorNodeType_Convex;
|
||||
|
||||
// Update lists when a type changes
|
||||
if (type == n1->Type)
|
||||
return;
|
||||
if (n1->Type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.find_erase_unsorted(n1->Index);
|
||||
else if (n1->Type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.find_erase_unsorted(n1->Index);
|
||||
if (type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.push_back(n1);
|
||||
else if (type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.push_back(n1);
|
||||
n1->Type = type;
|
||||
}
|
||||
|
||||
// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
|
||||
// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
|
||||
// It is up to caller to ensure not making costly calls that will be outside of visible area.
|
||||
// As concave fill is noticeably more expensive than other primitives, be mindful of this...
|
||||
// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
|
||||
void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
|
||||
{
|
||||
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
const ImVec2 uv = _Data->TexUvWhitePixel;
|
||||
ImTriangulator triangulator;
|
||||
unsigned int triangle[3];
|
||||
if (Flags & ImDrawListFlags_AntiAliasedFill)
|
||||
{
|
||||
// Anti-aliased Fill
|
||||
const float AA_SIZE = _FringeScale;
|
||||
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
|
||||
const int idx_count = (points_count - 2) * 3 + points_count * 6;
|
||||
const int vtx_count = (points_count * 2);
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
|
||||
// Add indexes for fill
|
||||
unsigned int vtx_inner_idx = _VtxCurrentIdx;
|
||||
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
|
||||
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
|
||||
// Compute normals
|
||||
_Data->TempBuffer.reserve_discard(points_count);
|
||||
ImVec2* temp_normals = _Data->TempBuffer.Data;
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
const ImVec2& p0 = points[i0];
|
||||
const ImVec2& p1 = points[i1];
|
||||
float dx = p1.x - p0.x;
|
||||
float dy = p1.y - p0.y;
|
||||
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
|
||||
temp_normals[i0].x = dy;
|
||||
temp_normals[i0].y = -dx;
|
||||
}
|
||||
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
// Average normals
|
||||
const ImVec2& n0 = temp_normals[i0];
|
||||
const ImVec2& n1 = temp_normals[i1];
|
||||
float dm_x = (n0.x + n1.x) * 0.5f;
|
||||
float dm_y = (n0.y + n1.y) * 0.5f;
|
||||
IM_FIXNORMAL2F(dm_x, dm_y);
|
||||
dm_x *= AA_SIZE * 0.5f;
|
||||
dm_y *= AA_SIZE * 0.5f;
|
||||
|
||||
// Add vertices
|
||||
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
|
||||
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
|
||||
_VtxWritePtr += 2;
|
||||
|
||||
// Add indexes for fringes
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
|
||||
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
|
||||
_IdxWritePtr += 6;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non Anti-aliased Fill
|
||||
const int idx_count = (points_count - 2) * 3;
|
||||
const int vtx_count = points_count;
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
for (int i = 0; i < vtx_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr++;
|
||||
}
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawListSplitter
|
||||
@@ -3130,8 +2678,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
|
||||
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
|
||||
|
||||
const float ascent = ImCeil(unscaled_ascent * font_scale);
|
||||
const float descent = ImFloor(unscaled_descent * font_scale);
|
||||
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
@@ -4226,8 +3774,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
{
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
if (y > clip_rect.w)
|
||||
break; // break out of main loop
|
||||
word_wrap_eol = NULL;
|
||||
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
|
||||
continue;
|
||||
@@ -4341,6 +3887,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
// - RenderArrow()
|
||||
// - RenderBullet()
|
||||
// - RenderCheckMark()
|
||||
// - RenderArrowDockMenu()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledRangeH()
|
||||
// - RenderRectFilledWithHole()
|
||||
@@ -4415,6 +3962,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half
|
||||
}
|
||||
}
|
||||
|
||||
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
|
||||
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
|
||||
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
|
||||
{
|
||||
draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
|
||||
RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
|
||||
}
|
||||
|
||||
static inline float ImAcos01(float x)
|
||||
{
|
||||
if (x <= 0.0f) return IM_PI * 0.5f;
|
||||
@@ -4457,8 +4012,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
|
||||
}
|
||||
if (p1.x > rect.Min.x + rounding)
|
||||
{
|
||||
@@ -4477,8 +4032,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
|
||||
}
|
||||
}
|
||||
draw_list->PathFillConvex(col);
|
||||
@@ -4500,6 +4055,17 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer,
|
||||
if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
|
||||
}
|
||||
|
||||
ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold)
|
||||
{
|
||||
bool round_l = r_in.Min.x <= r_outer.Min.x + threshold;
|
||||
bool round_r = r_in.Max.x >= r_outer.Max.x - threshold;
|
||||
bool round_t = r_in.Min.y <= r_outer.Min.y + threshold;
|
||||
bool round_b = r_in.Max.y >= r_outer.Max.y - threshold;
|
||||
return ImDrawFlags_RoundCornersNone
|
||||
| ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0)
|
||||
| ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0);
|
||||
}
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
|
||||
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
|
||||
|
||||
729
imgui_internal.h
729
imgui_internal.h
File diff suppressed because it is too large
Load Diff
227
imgui_tables.cpp
227
imgui_tables.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.90.9 WIP
|
||||
// dear imgui, v1.90.3
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -24,9 +24,8 @@ Index of this file:
|
||||
*/
|
||||
|
||||
// Navigating this file:
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Commentary
|
||||
@@ -228,7 +227,6 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
|
||||
@@ -320,12 +318,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
IM_ASSERT(inner_width >= 0.0f);
|
||||
|
||||
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
|
||||
// FIXME: coarse clipping because access to table data causes two issues:
|
||||
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
|
||||
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
|
||||
// The side-effects of accessing table data on coarse clip would be:
|
||||
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
|
||||
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
|
||||
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
||||
const ImVec2 avail_size = GetContentRegionAvail();
|
||||
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
@@ -334,7 +326,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
||||
{
|
||||
ItemSize(outer_rect);
|
||||
ItemAdd(outer_rect, id);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -344,6 +335,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
|
||||
// Acquire storage for the table
|
||||
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
|
||||
const ImGuiTableFlags table_last_flags = table->Flags;
|
||||
|
||||
// Acquire temporary buffers
|
||||
const int table_idx = g.Tables.GetIndex(table);
|
||||
@@ -361,7 +353,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// Initialize
|
||||
const int previous_frame_active = table->LastFrameActive;
|
||||
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
const ImGuiTableFlags previous_flags = table->Flags;
|
||||
table->ID = id;
|
||||
table->Flags = flags;
|
||||
table->LastFrameActive = g.FrameCount;
|
||||
@@ -408,7 +399,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
|
||||
|
||||
// Reset scroll if we are reactivating it
|
||||
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
|
||||
|
||||
// Create scrolling region (without border and zero window padding)
|
||||
@@ -437,7 +428,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// For non-scrolling tables, WorkRect == OuterRect == InnerRect.
|
||||
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
|
||||
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
|
||||
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
|
||||
}
|
||||
|
||||
// Push a standardized ID for both child-using and not-child-using tables
|
||||
@@ -508,8 +498,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->DeclColumnsCount = table->AngledHeadersCount = 0;
|
||||
if (previous_frame_active + 1 < g.FrameCount)
|
||||
table->IsActiveIdInTable = false;
|
||||
table->AngledHeadersHeight = 0.0f;
|
||||
temp_data->AngledHeadersExtraWidth = 0.0f;
|
||||
temp_data->AngledheadersExtraWidth = 0.0f;
|
||||
|
||||
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
|
||||
table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
|
||||
@@ -522,7 +511,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
|
||||
inner_window->DC.CurrentTableIdx = table_idx;
|
||||
|
||||
if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
|
||||
// Mark as used to avoid GC
|
||||
@@ -1077,7 +1066,6 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
|
||||
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
|
||||
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
|
||||
const float previous_instance_work_min_x = column->WorkMinX;
|
||||
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
|
||||
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
|
||||
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
|
||||
@@ -1130,22 +1118,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
|
||||
|
||||
// Reset content width variables
|
||||
if (table->InstanceCurrent == 0)
|
||||
{
|
||||
column->ContentMaxXFrozen = column->WorkMinX;
|
||||
column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->WorkMinX;
|
||||
column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
}
|
||||
else
|
||||
{
|
||||
// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
|
||||
const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
|
||||
column->ContentMaxXFrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXUnfrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersUsed += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
|
||||
}
|
||||
column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
|
||||
// Don't decrement auto-fit counters until container window got a chance to submit its items
|
||||
if (table->HostSkipItems == false)
|
||||
@@ -1264,9 +1238,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
|
||||
// Actual columns highlight/render will be performed in EndTable() and not be affected.
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
|
||||
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
|
||||
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
@@ -1370,7 +1344,7 @@ void ImGui::EndTable()
|
||||
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
|
||||
if (table->ResizedColumn != -1)
|
||||
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth;
|
||||
}
|
||||
|
||||
// Pop clipping rect
|
||||
@@ -1441,7 +1415,7 @@ void ImGui::EndTable()
|
||||
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
|
||||
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
table->ResizedColumnNextWidth = new_width;
|
||||
}
|
||||
@@ -1470,10 +1444,7 @@ void ImGui::EndTable()
|
||||
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
|
||||
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
|
||||
EndChild();
|
||||
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1491,13 +1462,9 @@ void ImGui::EndTable()
|
||||
}
|
||||
else if (temp_data->UserOuterSize.x <= 0.0f)
|
||||
{
|
||||
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
|
||||
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
|
||||
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
|
||||
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
|
||||
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
|
||||
const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1505,9 +1472,9 @@ void ImGui::EndTable()
|
||||
}
|
||||
if (temp_data->UserOuterSize.y <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
|
||||
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
|
||||
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
|
||||
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1600,7 +1567,6 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
}
|
||||
|
||||
// Store name (append with zero-terminator in contiguous buffer)
|
||||
// FIXME: If we recorded the number of \n in names we could compute header row height
|
||||
column->NameOffset = -1;
|
||||
if (label != NULL && label[0] != 0)
|
||||
{
|
||||
@@ -1923,7 +1889,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
if (is_visible)
|
||||
{
|
||||
// Update data for TableGetHoveredRow()
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
|
||||
table_instance->HoveredRowNext = table->CurrentRow;
|
||||
|
||||
// Decide of background color for the row
|
||||
@@ -1978,8 +1944,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
cell_bg_rect.ClipWith(table->BgClipRect);
|
||||
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
|
||||
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
|
||||
if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
|
||||
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
|
||||
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2189,8 +2154,6 @@ void ImGui::TableEndCell(ImGuiTable* table)
|
||||
// - TableSetColumnWidthAutoAll() [Internal]
|
||||
// - TableUpdateColumnsWeightFromWidth() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
// Note that actual columns widths are computed in TableUpdateLayout().
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
|
||||
float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
|
||||
@@ -2800,7 +2763,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
|
||||
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
|
||||
{
|
||||
IM_ASSERT(n < column->SortDirectionsAvailCount);
|
||||
return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
|
||||
return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
|
||||
}
|
||||
|
||||
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
|
||||
@@ -2941,7 +2904,6 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Write output
|
||||
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
|
||||
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
|
||||
if (dirty && sort_specs != NULL)
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
@@ -2954,7 +2916,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
sort_spec->ColumnUserID = column->UserID;
|
||||
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
|
||||
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
|
||||
sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
|
||||
sort_spec->SortDirection = column->SortDirection;
|
||||
}
|
||||
|
||||
table->SortSpecs.Specs = sort_specs;
|
||||
@@ -2965,7 +2927,6 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
// [SECTION] Tables: Headers
|
||||
//-------------------------------------------------------------------------
|
||||
// - TableGetHeaderRowHeight() [Internal]
|
||||
// - TableGetHeaderAngledMaxLabelWidth() [Internal]
|
||||
// - TableHeadersRow()
|
||||
// - TableHeader()
|
||||
// - TableAngledHeadersRow()
|
||||
@@ -2997,12 +2958,12 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
|
||||
if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
|
||||
width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
|
||||
return width + g.Style.CellPadding.y * 2.0f; // Swap padding
|
||||
return width + g.Style.CellPadding.x * 2.0f;
|
||||
}
|
||||
|
||||
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
|
||||
// The intent is that advanced users willing to create customized headers would not need to use this helper
|
||||
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
|
||||
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
|
||||
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
|
||||
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
|
||||
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
|
||||
@@ -3188,43 +3149,15 @@ void ImGui::TableHeader(const char* label)
|
||||
}
|
||||
|
||||
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
|
||||
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
|
||||
// FIXME: No hit-testing/button on the angled header.
|
||||
void ImGui::TableAngledHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
temp_data->AngledHeadersRequests.resize(0);
|
||||
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
|
||||
|
||||
// Which column needs highlight?
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
|
||||
// Build up request
|
||||
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
|
||||
ImU32 col_text = GetColorU32(ImGuiCol_Text);
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
{
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
|
||||
temp_data->AngledHeadersRequests.push_back(request);
|
||||
}
|
||||
|
||||
// Render row
|
||||
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
|
||||
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
|
||||
}
|
||||
|
||||
// Important: data must be fed left to right
|
||||
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
|
||||
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
@@ -3247,41 +3180,45 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
|
||||
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
|
||||
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
|
||||
const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
|
||||
const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
|
||||
const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize;
|
||||
const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
|
||||
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a);
|
||||
table->AngledHeadersHeight = row_height;
|
||||
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
|
||||
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
|
||||
|
||||
// Declare row, override and draw our own background
|
||||
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
|
||||
TableNextColumn();
|
||||
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
|
||||
table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
|
||||
float clip_rect_min_x = table->BgClipRect.Min.x;
|
||||
if (table->FreezeColumnsCount > 0)
|
||||
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
|
||||
TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
|
||||
PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
|
||||
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
|
||||
draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
|
||||
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
|
||||
|
||||
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height);
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ButtonBehavior(row_r, row_id, NULL, NULL);
|
||||
KeepAliveID(row_id);
|
||||
|
||||
const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
|
||||
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
|
||||
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
|
||||
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
|
||||
// Draw background and labels in first pass, then all borders.
|
||||
float max_x = 0.0f;
|
||||
for (int pass = 0; pass < 2; pass++)
|
||||
for (int order_n = 0; order_n < data_count; order_n++)
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
{
|
||||
const ImGuiTableHeaderData* request = &data[order_n];
|
||||
const int column_n = request->Index;
|
||||
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
continue;
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
|
||||
ImVec2 bg_shape[4];
|
||||
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
|
||||
@@ -3291,60 +3228,28 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
if (pass == 0)
|
||||
{
|
||||
// Draw shape
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
|
||||
if (column_n == highlight_column_n)
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
|
||||
//draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f);
|
||||
max_x = ImMax(max_x, bg_shape[3].x);
|
||||
|
||||
// Draw label
|
||||
// - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
|
||||
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
|
||||
// Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset)
|
||||
// FIXME: May be worth tidying up all those operations to make them easier to understand.
|
||||
const char* label_name = TableGetColumnName(table, column_n);
|
||||
const char* label_name_end = FindRenderedTextEnd(label_name);
|
||||
const float line_off_step_x = (g.FontSize / -sin_a);
|
||||
const int label_lines = ImTextCountLines(label_name, label_name_end);
|
||||
const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY);
|
||||
ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY));
|
||||
ImVec2 label_size = CalcTextSize(label_name, NULL, true);
|
||||
ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
|
||||
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
|
||||
RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
|
||||
//if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); }
|
||||
int vtx_idx_end = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Left<>Right alignment
|
||||
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
|
||||
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
|
||||
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
|
||||
|
||||
// Register header width
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
|
||||
|
||||
while (label_name < label_name_end)
|
||||
{
|
||||
const char* label_name_eol = strchr(label_name, '\n');
|
||||
if (label_name_eol == NULL)
|
||||
label_name_eol = label_name_end;
|
||||
|
||||
// FIXME: Individual line clipping for right-most column is broken for negative angles.
|
||||
ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
|
||||
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
|
||||
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
|
||||
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
|
||||
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
|
||||
PushStyleColor(ImGuiCol_Text, request->TextColor);
|
||||
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
|
||||
PopStyleColor();
|
||||
int vtx_idx_end = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Up<>Down alignment
|
||||
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
|
||||
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
|
||||
|
||||
// Rotate and offset label
|
||||
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
|
||||
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
|
||||
line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
|
||||
pivot_out += unit_right * padding.y;
|
||||
if (flip_label)
|
||||
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
|
||||
pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
|
||||
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
|
||||
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
|
||||
|
||||
label_name = label_name_eol + 1;
|
||||
}
|
||||
// Rotate and offset label
|
||||
ImVec2 pivot_in = label_r.GetBL();
|
||||
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
|
||||
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
|
||||
}
|
||||
if (pass == 1)
|
||||
{
|
||||
@@ -3354,7 +3259,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
}
|
||||
PopClipRect();
|
||||
PopClipRect();
|
||||
table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
|
||||
table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
@@ -4057,7 +3962,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
|
||||
return offset / (columns->OffMaxX - columns->OffMinX);
|
||||
}
|
||||
|
||||
static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
|
||||
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
|
||||
|
||||
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
{
|
||||
@@ -4068,7 +3973,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
|
||||
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
|
||||
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
|
||||
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
|
||||
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
|
||||
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
|
||||
@@ -4383,7 +4288,7 @@ void ImGui::EndColumns()
|
||||
ImGuiOldColumnData* column = &columns->Columns[n];
|
||||
float x = window->Pos.x + GetColumnOffset(n);
|
||||
const ImGuiID column_id = columns->ID + ImGuiID(n);
|
||||
const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
|
||||
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
|
||||
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
|
||||
continue;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -41,7 +41,7 @@
|
||||
// 1.13 (2019-02-07) fix bug in undo size management
|
||||
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
|
||||
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
|
||||
// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
|
||||
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
|
||||
// 1.9 (2016-08-27) customizable move-by-word
|
||||
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
|
||||
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
|
||||
|
||||
@@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
|
||||
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
|
||||
// If skip != 0, this tells stb_truetype to skip any codepoints for which
|
||||
// there is no corresponding glyph. If skip=0, which is the default, then
|
||||
// codepoints without a glyph received the font's "missing character" glyph,
|
||||
// codepoints without a glyph recived the font's "missing character" glyph,
|
||||
// typically an empty box by convention.
|
||||
|
||||
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
|
||||
|
||||
@@ -55,4 +55,8 @@ More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/crea
|
||||
<DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImGuiDockNode">
|
||||
<DisplayString>{{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} }</DisplayString>
|
||||
</Type>
|
||||
|
||||
</AutoVisualizer>
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
|
||||
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
|
||||
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
|
||||
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
|
||||
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
|
||||
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
|
||||
|
||||
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Reference in New Issue
Block a user