mirror of
https://github.com/ocornut/imgui.git
synced 2026-07-07 18:09:39 +00:00
Compare commits
1775 Commits
master
...
v1.92.7-do
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
b1bcb12a62 | ||
|
|
02e9b8cacd | ||
|
|
39d1be05e8 | ||
|
|
757fd2f57b | ||
|
|
fe5c5298a6 | ||
|
|
64f88934a7 | ||
|
|
54a865e472 | ||
|
|
148bd34a7e | ||
|
|
8d8892ce0e | ||
|
|
e05bd9deb9 | ||
|
|
60d7fb207e | ||
|
|
80f8298769 | ||
|
|
8f63c3691d | ||
|
|
aeaaee8090 | ||
|
|
934c6a5f5e | ||
|
|
352a7f101a | ||
|
|
ad769352ea | ||
|
|
2a1b69f057 | ||
|
|
d763944e9e | ||
|
|
3d79353e45 | ||
|
|
3fb22b836b | ||
|
|
943fcc4f10 | ||
|
|
913a3c6056 | ||
|
|
921842e8a1 | ||
|
|
7a49ad6f5a | ||
|
|
f58378711f | ||
|
|
10ebda0b5e | ||
|
|
91ce8ccdbc | ||
|
|
d6d5580099 | ||
|
|
a6598f6fdb | ||
|
|
63e9fbc265 | ||
|
|
be2cfc26c9 | ||
|
|
08c777aeaa | ||
|
|
2a08c87b8c | ||
|
|
fb06d32844 | ||
|
|
f89ef40cb2 | ||
|
|
c389a9528f | ||
|
|
9eebd37b59 | ||
|
|
7038e71ae2 | ||
|
|
5b5d5b049d | ||
|
|
66e08b6575 | ||
|
|
84a9d532b6 | ||
|
|
ca46e5d959 | ||
|
|
8103582b65 | ||
|
|
cab7088c85 | ||
|
|
01a4cff8f9 | ||
|
|
00dfb3c896 | ||
|
|
396b33d0d0 | ||
|
|
0a4783309d | ||
|
|
26f7b2f5aa | ||
|
|
9ca7ea00c8 | ||
|
|
6327b63064 | ||
|
|
8e67fe13a5 | ||
|
|
42e91c3155 | ||
|
|
962cc2381d | ||
|
|
772cbfd014 | ||
|
|
3912b3d9a9 | ||
|
|
eae6e96287 | ||
|
|
5e462eb29b | ||
|
|
93eb459ae1 | ||
|
|
219ba3b617 | ||
|
|
ae1d278f3a | ||
|
|
4fa59df9fa | ||
|
|
a6645e1007 | ||
|
|
707ddd54b6 | ||
|
|
891dd2d31e | ||
|
|
d4c156a0f0 | ||
|
|
3109131a88 | ||
|
|
42015f7194 | ||
|
|
ff45cb5929 | ||
|
|
1d942eb6c9 | ||
|
|
95e047244e | ||
|
|
05531f898e | ||
|
|
a47064966b | ||
|
|
28dabdcb9e | ||
|
|
aa9f6db698 | ||
|
|
e1b27ce51e | ||
|
|
e7d2d636af | ||
|
|
94ed5b1408 | ||
|
|
96ad003000 | ||
|
|
28ed29078b | ||
|
|
2c49902159 | ||
|
|
f9571ce4d3 | ||
|
|
8d9c903919 | ||
|
|
8de97d14d8 | ||
|
|
cab82d9c76 | ||
|
|
8f3f428228 | ||
|
|
f6754fd812 | ||
|
|
a0a6639fb5 | ||
|
|
0f7f6284d7 | ||
|
|
6fd4cf8e49 | ||
|
|
3563f1e270 | ||
|
|
e7aa0dec5b | ||
|
|
50a8bb2711 | ||
|
|
b4514ce64a | ||
|
|
bd9a37bc60 | ||
|
|
778aadca65 | ||
|
|
1aa91ac426 | ||
|
|
1f020e526a | ||
|
|
bad3c14ff6 | ||
|
|
e4e3c2cc23 | ||
|
|
f3e85310e7 | ||
|
|
3d937beb62 | ||
|
|
15c88c4941 | ||
|
|
28837ec642 | ||
|
|
e285ecca09 | ||
|
|
8a0888c763 | ||
|
|
e639ff392c | ||
|
|
5a66d8fd57 | ||
|
|
a1c0836bec | ||
|
|
dfe308bc53 | ||
|
|
1ad9de5aae | ||
|
|
aa9476a38a | ||
|
|
3dd51651e3 | ||
|
|
16b2d20115 | ||
|
|
8ccff82153 | ||
|
|
03f3c8d385 | ||
|
|
62275e877a | ||
|
|
f4a3529ffc | ||
|
|
34bff4672c | ||
|
|
09e7870497 | ||
|
|
a4cd45f44c | ||
|
|
586da87728 | ||
|
|
8c6096fcfe | ||
|
|
e8ca7af4c0 | ||
|
|
0457a09bb9 | ||
|
|
71f45c12e9 | ||
|
|
dae66eb3b5 | ||
|
|
37b18acdf5 | ||
|
|
6b2cdf29bc | ||
|
|
3dcd17f402 | ||
|
|
ab760992ad | ||
|
|
a959617d2e | ||
|
|
f937a32742 | ||
|
|
fdcd351488 | ||
|
|
740c566305 | ||
|
|
4d216d4510 | ||
|
|
a28cb615ff | ||
|
|
03e39ca7f5 | ||
|
|
4ebfe1cba5 | ||
|
|
1f7f1f54af | ||
|
|
160e3683ab | ||
|
|
031a18c417 | ||
|
|
104f58fc48 | ||
|
|
b431114194 | ||
|
|
cbf9e3f554 | ||
|
|
eda70b4e1a | ||
|
|
23c9362550 | ||
|
|
63f00dae6b | ||
|
|
80d78fad7c | ||
|
|
34debc733f | ||
|
|
15e3bfac9d | ||
|
|
6cecd1a15b | ||
|
|
08620b7ceb | ||
|
|
fe1cee0837 | ||
|
|
44aa9a4b3a | ||
|
|
c99ac2451f | ||
|
|
ee8fd5325a | ||
|
|
92e2df5978 | ||
|
|
3ec62dfeff | ||
|
|
3f0699cf02 | ||
|
|
adfa5364cd | ||
|
|
e4bba0b53c | ||
|
|
7cd567202e | ||
|
|
efe2b21a5f | ||
|
|
e132b444a9 | ||
|
|
4fde473f38 | ||
|
|
b580c11303 | ||
|
|
2a8c75f3e6 | ||
|
|
c2c38beec8 | ||
|
|
344d5ff4b7 | ||
|
|
d896eab166 | ||
|
|
4cf85ee543 | ||
|
|
7b8e000133 | ||
|
|
e8f831deaa | ||
|
|
7d70c0ff9f | ||
|
|
e43fd75378 | ||
|
|
e4055e763f | ||
|
|
1e130e045b | ||
|
|
65857236c7 | ||
|
|
6af6cec23f | ||
|
|
e55415bfef | ||
|
|
eaac68ca2c | ||
|
|
a92b53df7b | ||
|
|
ac6b84a7d7 | ||
|
|
5e17c08010 | ||
|
|
2bf57bbad4 | ||
|
|
346f5c6819 | ||
|
|
e11ad6b77e | ||
|
|
c008c7d494 | ||
|
|
c90ea1315a | ||
|
|
63554bcee5 | ||
|
|
e33069ce56 | ||
|
|
0a222a3e2a | ||
|
|
37fba4bed4 | ||
|
|
1c8fad73f8 | ||
|
|
ef62aa7333 | ||
|
|
fcdaa32793 | ||
|
|
fe298cf984 | ||
|
|
b81991ac01 | ||
|
|
2a000ee091 | ||
|
|
f53de38e1f | ||
|
|
3563f4db32 | ||
|
|
f2ba3a937b | ||
|
|
839e3274e1 | ||
|
|
facf671eca | ||
|
|
87f12e56fe | ||
|
|
baffc4e8b8 | ||
|
|
0ddc36f543 | ||
|
|
88d2df24be | ||
|
|
f4d9359095 | ||
|
|
06c2c9f456 | ||
|
|
b811c42034 | ||
|
|
47d1ab192a | ||
|
|
9fdeb41e52 | ||
|
|
df5690d91a | ||
|
|
0c079e453b | ||
|
|
790f2b9a7a | ||
|
|
4806a1924f | ||
|
|
126d004f9e | ||
|
|
aa97252f60 | ||
|
|
2d403a1614 | ||
|
|
6972b6c380 | ||
|
|
bb8d2957ee | ||
|
|
19d060cc26 | ||
|
|
935938bbd9 | ||
|
|
15b96fd051 | ||
|
|
3fb14b50f8 | ||
|
|
2db3e9d439 | ||
|
|
9ab0b66f50 | ||
|
|
dd89bb1469 | ||
|
|
3064e6d10c | ||
|
|
6acdce78d1 | ||
|
|
773060155f | ||
|
|
1a7b5945c7 | ||
|
|
ea59440662 | ||
|
|
afd659bb92 | ||
|
|
a4ebe3d576 | ||
|
|
95c4111783 | ||
|
|
71d39a4634 | ||
|
|
8679cfa2d8 | ||
|
|
d80347613a | ||
|
|
1820fe5f83 | ||
|
|
11b3a7c8ca | ||
|
|
c2dcc80660 | ||
|
|
1dc776208e | ||
|
|
082595200d | ||
|
|
75d99659c4 | ||
|
|
db4e541306 | ||
|
|
81dab646ee | ||
|
|
355cb589e3 | ||
|
|
64e738cae7 | ||
|
|
a3802c84fd | ||
|
|
6e94f6cefb | ||
|
|
109dd2be5d | ||
|
|
507cdba44e | ||
|
|
015186aaf8 | ||
|
|
b9badb597a | ||
|
|
c0ae3258f9 | ||
|
|
d0d571e0d7 | ||
|
|
2f91176011 | ||
|
|
960a6f14bf | ||
|
|
63649e0359 | ||
|
|
3cdf3f9411 | ||
|
|
9cc0bf89bd | ||
|
|
eb642a9535 | ||
|
|
5413a9a6b4 | ||
|
|
edef72d497 | ||
|
|
947aa9c972 | ||
|
|
a9cd0f5e42 | ||
|
|
ff2d6815ef | ||
|
|
14d213ca85 | ||
|
|
dad1047b04 | ||
|
|
cdf21f6773 | ||
|
|
d66f4e5890 | ||
|
|
8082a84903 | ||
|
|
368123ab06 | ||
|
|
d9f829dd71 | ||
|
|
83660e37e3 | ||
|
|
fe2fa2d08e | ||
|
|
c347d6944b | ||
|
|
a63220e3e0 | ||
|
|
ee1deccc08 | ||
|
|
9d6ec825cb | ||
|
|
fedf45c77e | ||
|
|
646df39003 | ||
|
|
942b64abfc | ||
|
|
943e26b16b | ||
|
|
c71e4e8c7c | ||
|
|
4e2126ee44 | ||
|
|
b0185efd24 | ||
|
|
514a97a9b7 | ||
|
|
fcdd58757a | ||
|
|
22503bfe75 | ||
|
|
fa9277d12d | ||
|
|
b4c96355c9 | ||
|
|
3293ef8bbc | ||
|
|
02b9797696 | ||
|
|
e80498f5e7 | ||
|
|
793773209b | ||
|
|
d1ea03b872 | ||
|
|
aa81272900 | ||
|
|
d7cedd648b | ||
|
|
10fe2b674a | ||
|
|
bc77cccd31 | ||
|
|
42272505c9 | ||
|
|
ae8688974b | ||
|
|
1ab1e3c656 | ||
|
|
8ba7efb738 | ||
|
|
44a74509af | ||
|
|
8040c02b32 | ||
|
|
8326dabe5e | ||
|
|
484764860d | ||
|
|
68aa9a86ec | ||
|
|
7694e89e89 | ||
|
|
f63c95a076 | ||
|
|
6d70c2dc73 | ||
|
|
6af9ac29ec | ||
|
|
226e0d579d | ||
|
|
8c4dceba08 | ||
|
|
4fc187dc60 | ||
|
|
947961b7b4 | ||
|
|
8b37da74db | ||
|
|
fed4841bd4 | ||
|
|
ea01c63e36 | ||
|
|
24b077c7f8 | ||
|
|
65840c19c4 | ||
|
|
fa65dcf24c | ||
|
|
fbafc33376 | ||
|
|
7b6314f47d | ||
|
|
a18f020072 | ||
|
|
d8c98c8c14 | ||
|
|
cfd23957fb | ||
|
|
139e99ca37 | ||
|
|
6df1a06fc3 | ||
|
|
e212511047 | ||
|
|
5c9825c16d | ||
|
|
3552df562e | ||
|
|
aa0f6b37bd | ||
|
|
271910e349 | ||
|
|
3fab2bb7be | ||
|
|
02cc7d451c | ||
|
|
fd77815f9f | ||
|
|
0e485a2109 | ||
|
|
5ea96c15cd | ||
|
|
527b2c45af | ||
|
|
3f61da7e8b | ||
|
|
3369cbd277 | ||
|
|
3fec562da1 | ||
|
|
138d9d0c21 | ||
|
|
a028c2df2a | ||
|
|
10a5a857f5 | ||
|
|
7237d3e5c3 | ||
|
|
66ed89b0ca | ||
|
|
e863f89d39 | ||
|
|
416cfdb99d | ||
|
|
3acb869a95 | ||
|
|
2ebb4e931d | ||
|
|
3e7f1d42db | ||
|
|
64a82d73c9 | ||
|
|
6d948ab47e | ||
|
|
fdc084f532 | ||
|
|
222dd775fc | ||
|
|
2db79d0868 | ||
|
|
975beafafd | ||
|
|
fee0210592 | ||
|
|
5ecef2f321 | ||
|
|
36ffdd69d3 | ||
|
|
9ebab255d2 | ||
|
|
b39fc84f89 | ||
|
|
15d8d41f86 | ||
|
|
eabe98f6d5 | ||
|
|
e391fe2e66 | ||
|
|
8b2c6dd42f | ||
|
|
f5d185238c | ||
|
|
2f2d5070f5 | ||
|
|
ebb8d78102 | ||
|
|
49e70e60a2 | ||
|
|
9d6818d0ce | ||
|
|
5717f0a33e | ||
|
|
b555984a94 | ||
|
|
4cb0fe3c7d | ||
|
|
c1743eef48 | ||
|
|
1db579d458 | ||
|
|
085781f5ca | ||
|
|
adcc3217c3 | ||
|
|
9d9ca37a84 | ||
|
|
fd75685fb0 | ||
|
|
77dff5a735 | ||
|
|
4e8c43f6b7 | ||
|
|
1a487165b1 | ||
|
|
c6aa051629 | ||
|
|
2b662b1ab9 | ||
|
|
8048b52498 | ||
|
|
c66a1e7d51 | ||
|
|
d79514c407 | ||
|
|
8490a262c4 | ||
|
|
71bcf350bd | ||
|
|
30ba3c347c | ||
|
|
59c8db69eb | ||
|
|
82eeafc196 | ||
|
|
54ef4092a9 | ||
|
|
eb42e164dd | ||
|
|
01b99a974d | ||
|
|
cab7edd135 | ||
|
|
80c83a4277 | ||
|
|
cceff4684a | ||
|
|
69b64e2b73 | ||
|
|
a27f22f0e9 | ||
|
|
32a3c61d00 | ||
|
|
2dc85e6e43 | ||
|
|
cf02023565 | ||
|
|
ebcfcd8da3 | ||
|
|
8deb1007cd | ||
|
|
a683033e49 | ||
|
|
e3d7cd665d | ||
|
|
2523c197bc | ||
|
|
20e1caec85 | ||
|
|
4aa81116a5 | ||
|
|
8add6bcb9f | ||
|
|
96b5b1724b | ||
|
|
f6253b87d0 | ||
|
|
e07663d9a1 | ||
|
|
ce0d0ac829 | ||
|
|
6695006bea | ||
|
|
0941adc931 | ||
|
|
9d950444a2 | ||
|
|
450f1d7e7b | ||
|
|
37ea320b96 | ||
|
|
208b8242bc | ||
|
|
4cde40dbe1 | ||
|
|
9298e310b2 | ||
|
|
04e9a2fac1 | ||
|
|
2a6d7b1eaa | ||
|
|
51d1a72e9b | ||
|
|
4521dec85d | ||
|
|
83c4336828 | ||
|
|
f7fc186408 | ||
|
|
72ebd91567 | ||
|
|
9064dbd404 | ||
|
|
d27b4ad366 | ||
|
|
17bfafda55 | ||
|
|
ff534b0d0a | ||
|
|
f8aed6499f | ||
|
|
b7c250925f | ||
|
|
bb2fb74645 | ||
|
|
c418685315 | ||
|
|
2c0007731f | ||
|
|
61acb34e32 | ||
|
|
3ce6b06feb | ||
|
|
64b1e448d2 | ||
|
|
ac3bc73c13 | ||
|
|
afd0d3fca1 | ||
|
|
72d760ba00 | ||
|
|
f693c3d806 | ||
|
|
7e246a7bb9 | ||
|
|
1612813114 | ||
|
|
14f8b76c1a | ||
|
|
72dbe45adc | ||
|
|
1d8e48c161 | ||
|
|
a1b60fc1f5 | ||
|
|
300464a487 | ||
|
|
7d6e83efca | ||
|
|
762ec445e6 | ||
|
|
475453668d | ||
|
|
61d35972e2 | ||
|
|
676497fe05 | ||
|
|
1161301386 | ||
|
|
f422e7826f | ||
|
|
63b6300c39 | ||
|
|
f8704cd085 | ||
|
|
30594c37d0 | ||
|
|
f8f805f046 | ||
|
|
07d1709ca2 | ||
|
|
023e59a5f2 | ||
|
|
0110f4c8cc | ||
|
|
51b348095c | ||
|
|
f4942bca32 | ||
|
|
27c735e3e9 | ||
|
|
f6feddd1ee | ||
|
|
b79751ebad | ||
|
|
a5aff5fd3e | ||
|
|
8566fec661 | ||
|
|
dc3e531ff2 | ||
|
|
ac8573884d | ||
|
|
677c7b2258 | ||
|
|
a88e5be7f4 | ||
|
|
6b01114057 | ||
|
|
057fcae30c | ||
|
|
35b41949fb | ||
|
|
099e8533e2 | ||
|
|
66c09fc05b | ||
|
|
7d81a166f9 | ||
|
|
e4aeef4b9f | ||
|
|
1450d23b60 | ||
|
|
b9db5c566b | ||
|
|
ef07ddf087 | ||
|
|
fa5d2656b0 | ||
|
|
3f63cee4c1 | ||
|
|
0664877998 | ||
|
|
8fd0a04135 | ||
|
|
823a1385a2 | ||
|
|
3418d50949 | ||
|
|
f0f3b927e0 | ||
|
|
6cc967a124 | ||
|
|
2e810d575c | ||
|
|
19b436f68d | ||
|
|
54c1ac3e38 | ||
|
|
e590b5114e | ||
|
|
530134d125 | ||
|
|
031148dc56 | ||
|
|
594cc4793a | ||
|
|
d2291df551 | ||
|
|
bba39762dc | ||
|
|
ac38c8e6fe | ||
|
|
c11128891e | ||
|
|
adf693c061 | ||
|
|
07e07030a6 | ||
|
|
88ac2ced7c | ||
|
|
f498f084d6 | ||
|
|
4bc51c6ff4 | ||
|
|
1f2b84a654 | ||
|
|
4f692ba840 | ||
|
|
0ea3b87bd6 | ||
|
|
bed11b35d1 | ||
|
|
aec062a8a5 | ||
|
|
1668693bcf | ||
|
|
ec461c6ccb | ||
|
|
63370be0e5 | ||
|
|
1f0b46b93c | ||
|
|
ed72fcd12a | ||
|
|
dcb6335bfe | ||
|
|
ee5ce36745 | ||
|
|
4fdafef54f | ||
|
|
bf87fbcbcc | ||
|
|
ad44f5831a | ||
|
|
5320a6ebd3 | ||
|
|
6b3435a2db | ||
|
|
85beda96de | ||
|
|
9e30fb0ec1 | ||
|
|
9937660b1c | ||
|
|
e2cede6542 | ||
|
|
f5c5a710aa | ||
|
|
4078abe14c | ||
|
|
702626dd8a | ||
|
|
e25e4526cd | ||
|
|
192196711a | ||
|
|
345184330b | ||
|
|
ea4565368e | ||
|
|
0d7d877cb5 | ||
|
|
95412ad3a5 | ||
|
|
a526ff8c30 | ||
|
|
e4233c6fb6 | ||
|
|
c807192abc | ||
|
|
b0a936e5d4 | ||
|
|
97a1f761c6 | ||
|
|
5ebb6a2954 | ||
|
|
5386ddcd05 | ||
|
|
887abe9578 | ||
|
|
88dfd85e92 | ||
|
|
6342275bbb | ||
|
|
d822c65317 | ||
|
|
fc3815bfe5 | ||
|
|
824baa6a4d | ||
|
|
42e166089a | ||
|
|
6939676372 | ||
|
|
16aaf60697 | ||
|
|
90de839445 | ||
|
|
c191faf0ba | ||
|
|
d3025cde37 | ||
|
|
5eda547e6f | ||
|
|
3ea0fad204 | ||
|
|
540909bddf | ||
|
|
fad8afd62a | ||
|
|
595a428baa | ||
|
|
d2f9c5dfb7 | ||
|
|
9964740a47 | ||
|
|
38cfe22b8b | ||
|
|
94e850fd6f | ||
|
|
d7aca168ee | ||
|
|
a571933f8b | ||
|
|
4d5da74c79 | ||
|
|
5728f2e15f | ||
|
|
849c8052b7 | ||
|
|
ced92d9c52 | ||
|
|
375ae5dce4 | ||
|
|
50c4234aca | ||
|
|
5370b46c4e | ||
|
|
f87e891f18 | ||
|
|
edf522b58a | ||
|
|
cb04326b46 | ||
|
|
fb0b9c7160 | ||
|
|
69beaa1d0b | ||
|
|
d91211f9f2 | ||
|
|
11f5be0caf | ||
|
|
8f434874c0 | ||
|
|
6fd2ee9416 | ||
|
|
1dc7d0e633 | ||
|
|
3af9ac320d | ||
|
|
64b88da21b | ||
|
|
caf4b7f1e6 | ||
|
|
aceab9a877 | ||
|
|
bc2002ab92 | ||
|
|
71a0701920 | ||
|
|
db798fd5be | ||
|
|
b78738ff23 | ||
|
|
8cbd391f09 | ||
|
|
ff1567e240 | ||
|
|
e9f50fb87c | ||
|
|
f573ebf31a | ||
|
|
b12e056c21 | ||
|
|
0abe7d1cc5 | ||
|
|
e21f462f6f | ||
|
|
28a123ca47 | ||
|
|
cb8ead1f71 | ||
|
|
77637fd936 | ||
|
|
21fc57f2cf | ||
|
|
ad5aa54166 | ||
|
|
5d0deebba4 | ||
|
|
58eb40db76 | ||
|
|
9cd9c2eff9 | ||
|
|
9764adc7bb | ||
|
|
506717390f | ||
|
|
101aec95d9 | ||
|
|
e135cdbc24 | ||
|
|
24dfebf455 | ||
|
|
e900ca355e | ||
|
|
4789c7e485 | ||
|
|
7b5a8e4f2b | ||
|
|
250333d895 | ||
|
|
36055213c5 | ||
|
|
6b5a2426d7 | ||
|
|
2fa60bec27 | ||
|
|
693b4c57fe | ||
|
|
d666a1d473 | ||
|
|
6868d11669 | ||
|
|
414165d23f | ||
|
|
ec48681455 | ||
|
|
8dd5425182 | ||
|
|
505f19e3b0 | ||
|
|
377b864bb4 | ||
|
|
9b0c26b0b2 | ||
|
|
f337378066 | ||
|
|
8639a2f9f8 | ||
|
|
64519c6875 | ||
|
|
7b0d58c5e5 | ||
|
|
9948535118 | ||
|
|
1e14cc5cae | ||
|
|
aa86800092 | ||
|
|
1ee252772a | ||
|
|
033538731c | ||
|
|
31762a8173 | ||
|
|
5017602752 | ||
|
|
37958ca1b5 | ||
|
|
8eb8689391 | ||
|
|
c1ab3c406f | ||
|
|
d378e4088f | ||
|
|
08350e53e7 | ||
|
|
27004aca70 | ||
|
|
d5f0d45ae4 | ||
|
|
f1a073186c | ||
|
|
3e0d6ec895 | ||
|
|
e278277d53 | ||
|
|
1338eb31f7 | ||
|
|
007a427e0a | ||
|
|
8567a4cca3 | ||
|
|
ec1e57ed4a | ||
|
|
e51a0a80ca | ||
|
|
0647ba3bad | ||
|
|
acfc7798fd | ||
|
|
9ce0f35ef3 | ||
|
|
ef681e7019 | ||
|
|
704ab1114a | ||
|
|
afb1180d7d | ||
|
|
9c8f288d1a | ||
|
|
2aa9959553 | ||
|
|
15b4a064f9 | ||
|
|
06d5f9297d | ||
|
|
248ed1b01d | ||
|
|
cd36acc88b | ||
|
|
747f7fdbba | ||
|
|
f605351307 | ||
|
|
e31d116d37 | ||
|
|
0647cf434c | ||
|
|
fc198fe1db | ||
|
|
c1b70e0391 | ||
|
|
06e4f4e370 | ||
|
|
1dc3af381a | ||
|
|
c122c0ef89 | ||
|
|
b16f738d04 | ||
|
|
bf80204e63 | ||
|
|
8733ca49b0 | ||
|
|
6afcfe3442 | ||
|
|
848d21b6b5 | ||
|
|
1ab3007752 | ||
|
|
5f5ba8eb11 | ||
|
|
719d931304 | ||
|
|
ea83d040e6 | ||
|
|
7f38773b73 | ||
|
|
b50b22d787 | ||
|
|
2080d12bd9 | ||
|
|
dc8c3618e8 | ||
|
|
b17dffffb3 | ||
|
|
c1d2793580 | ||
|
|
0b4edf4e94 | ||
|
|
bac748fa95 | ||
|
|
05877c14df | ||
|
|
9b59455184 | ||
|
|
29653273c1 | ||
|
|
1b215ecb01 | ||
|
|
1780579403 | ||
|
|
835a5344b0 | ||
|
|
65ad63de84 | ||
|
|
ca097c2c68 | ||
|
|
fa0a314f59 | ||
|
|
c58fb46411 | ||
|
|
e7cc534367 | ||
|
|
29828d0469 | ||
|
|
8dfb52245b | ||
|
|
5d95e7eef9 | ||
|
|
92a39f78b9 | ||
|
|
79d39b190b | ||
|
|
6b77668171 | ||
|
|
9a49c1ddbd | ||
|
|
6b1e094cfb | ||
|
|
cfb837203c | ||
|
|
40caab4748 | ||
|
|
fa9fc05ac6 | ||
|
|
53589092b2 | ||
|
|
dedb381c51 | ||
|
|
0eb45a0577 | ||
|
|
58f5092c53 | ||
|
|
6bd447c885 | ||
|
|
47fb332fb2 | ||
|
|
2e01952b35 | ||
|
|
5a7d18a441 | ||
|
|
9c3359ef39 | ||
|
|
0b06c4b2b0 | ||
|
|
80b5fb51ed | ||
|
|
f9b5168fb3 | ||
|
|
7bfc379a23 | ||
|
|
3d5dc0d939 | ||
|
|
a11f36811f | ||
|
|
eb6f4b1a6a | ||
|
|
cd4cc9ff0d | ||
|
|
9e8e5ac363 | ||
|
|
6136b3844b | ||
|
|
0a8ab75e4b | ||
|
|
36a0d1028c | ||
|
|
0f7eb00f67 | ||
|
|
682447306d | ||
|
|
ac35b4bba2 | ||
|
|
cce307a2be | ||
|
|
afabb2f3d8 | ||
|
|
9b417b26d9 | ||
|
|
90deb0959a | ||
|
|
db0338a1f2 | ||
|
|
4161a67b38 | ||
|
|
865b2ca6f9 | ||
|
|
a44d4da87c | ||
|
|
16abfa5eb6 | ||
|
|
f53db3541a | ||
|
|
5e528d9eea | ||
|
|
f03ab2a5c5 | ||
|
|
fa1f540e6c | ||
|
|
91704b773e | ||
|
|
1ad1429c6d | ||
|
|
1b435ae3e0 | ||
|
|
105d82d134 | ||
|
|
86c2b609ef | ||
|
|
2cdfcb8fd2 | ||
|
|
31290807dc | ||
|
|
33cdbe97b8 | ||
|
|
34d4bc620d | ||
|
|
76902c482f | ||
|
|
e5efa01920 | ||
|
|
3f16a524c8 | ||
|
|
646c873598 | ||
|
|
e87dd0e65d | ||
|
|
539de4387b | ||
|
|
65cd14502c | ||
|
|
6ddcdbe3e8 | ||
|
|
9251eac585 | ||
|
|
3ed07a8f0b | ||
|
|
0e0a783b8c | ||
|
|
5991851eb9 | ||
|
|
a4adf60576 | ||
|
|
b79b1cb9c0 | ||
|
|
d7051928d9 | ||
|
|
b305953bd1 | ||
|
|
e7577d570e | ||
|
|
ca34c81ce9 | ||
|
|
085cff2fe5 | ||
|
|
b17bfdd6f4 | ||
|
|
81e0b18e38 | ||
|
|
b202fa9063 | ||
|
|
2231e1a369 | ||
|
|
256594575d | ||
|
|
cfe83c4b44 | ||
|
|
0157502eab | ||
|
|
f1bf642e8f | ||
|
|
4b9bc49020 | ||
|
|
d5a4d53000 | ||
|
|
705f082674 | ||
|
|
80533ea5e1 | ||
|
|
6aee4bcdc5 | ||
|
|
b794ecc079 | ||
|
|
732cd837a9 | ||
|
|
839ecce571 | ||
|
|
3ec14186cb | ||
|
|
a4e4f57cb0 | ||
|
|
ffa863a3ba | ||
|
|
3d75f438bc | ||
|
|
7180e9ac66 | ||
|
|
239d09804d | ||
|
|
04f7ea818d | ||
|
|
ee59d7a266 | ||
|
|
3607c42bec | ||
|
|
2a5eaf239f | ||
|
|
6f5f80a544 | ||
|
|
7a516a266d | ||
|
|
73ccb7e4b8 | ||
|
|
1a3af8cb4c | ||
|
|
862bfc53d3 | ||
|
|
fa55b0cb60 | ||
|
|
22d9a61b33 | ||
|
|
84e8802891 | ||
|
|
577e7cb493 | ||
|
|
cff8162454 | ||
|
|
376c88a864 | ||
|
|
bb26751b94 | ||
|
|
ebbb98d519 | ||
|
|
9e4956d86b | ||
|
|
388ca563db | ||
|
|
70703da782 | ||
|
|
b11518d7d7 | ||
|
|
7b53551032 | ||
|
|
06e87014f2 | ||
|
|
dd4ca70b0d | ||
|
|
657589ab47 | ||
|
|
c1ffac2fee | ||
|
|
4da92b89ed | ||
|
|
3dcbcd8bf0 | ||
|
|
cecf6b4209 | ||
|
|
b2a91dc390 | ||
|
|
ac08593b96 | ||
|
|
e3ac52630a | ||
|
|
455c21df71 | ||
|
|
d3a80d9f1b | ||
|
|
b26f1530b7 | ||
|
|
bae2240eda | ||
|
|
042a3b01d2 | ||
|
|
682249396f | ||
|
|
958e58b06b | ||
|
|
c49330fc52 | ||
|
|
fa004ae79a | ||
|
|
42575d4a99 | ||
|
|
6bc526676c | ||
|
|
e230ec5a01 | ||
|
|
770c995365 | ||
|
|
78f753ffff | ||
|
|
aa8e09d7f1 | ||
|
|
36c331ff74 | ||
|
|
8dacb4da20 | ||
|
|
fc625d249f | ||
|
|
34077c0140 | ||
|
|
600b8f60b4 | ||
|
|
e9053515bb | ||
|
|
30f0900b1c | ||
|
|
831e2c920e | ||
|
|
cf312545e8 | ||
|
|
d6f3a8848d | ||
|
|
9d20a5f0a5 | ||
|
|
ad8fdc917f | ||
|
|
05bc204dbd | ||
|
|
b36d1d465d | ||
|
|
25a9209b75 | ||
|
|
a9626e1162 | ||
|
|
a5ba26806f | ||
|
|
dbc70f21a9 | ||
|
|
85a661d276 | ||
|
|
acf043a675 | ||
|
|
2c13a74a9d | ||
|
|
de1588928b | ||
|
|
70fa37527d | ||
|
|
3d4af15d1d | ||
|
|
cba52b66af | ||
|
|
f79f0e42f7 | ||
|
|
cbade7b16d | ||
|
|
b626dd57d3 | ||
|
|
cb1d578470 | ||
|
|
4f5aac319e | ||
|
|
fc9d6b6cb5 | ||
|
|
4bdbea8375 | ||
|
|
2b9d88196e | ||
|
|
90ea7e2f2f | ||
|
|
ddabfc3477 | ||
|
|
f4f04cb5ec | ||
|
|
d7ef56dca2 | ||
|
|
5628416bd3 | ||
|
|
7538bbabb6 | ||
|
|
e1d7e14717 | ||
|
|
a616ff5d4a | ||
|
|
76e40fe5d1 | ||
|
|
20d61f5f62 | ||
|
|
2665288b30 | ||
|
|
8baa4ccff5 | ||
|
|
5d472c4895 | ||
|
|
0fe5170bc4 | ||
|
|
615e9ae345 | ||
|
|
3b3af6b731 | ||
|
|
e4d8267188 | ||
|
|
1cd32d3afe | ||
|
|
03ea87ea28 | ||
|
|
c46b79846c | ||
|
|
6636cb9f2f | ||
|
|
1e7672acf4 | ||
|
|
8596f2b0fc | ||
|
|
538d28e29e | ||
|
|
574ff0a280 | ||
|
|
51e568f9dc | ||
|
|
582f4db59b | ||
|
|
5116eee108 | ||
|
|
7ddc1adefb | ||
|
|
266dff9bed | ||
|
|
7f8b076f2b | ||
|
|
36ac557df0 | ||
|
|
013013737f | ||
|
|
b8e2b2bd6b | ||
|
|
71eb4034eb | ||
|
|
c142540705 | ||
|
|
3930472f34 | ||
|
|
6d03f93067 | ||
|
|
0e884304ee | ||
|
|
9085c2cae2 | ||
|
|
e8568f3ec9 | ||
|
|
16a9488c13 | ||
|
|
ea0399414c | ||
|
|
1abb02fb67 | ||
|
|
fbaf65b8f6 | ||
|
|
f2c7f3b200 | ||
|
|
1b579a110d | ||
|
|
7e00cde8a9 | ||
|
|
1ecc1db226 | ||
|
|
a7ace918fe | ||
|
|
91ac93f9a6 | ||
|
|
05c3e0b898 | ||
|
|
103c5edaaa | ||
|
|
75de34e281 | ||
|
|
f032ad6b1f | ||
|
|
871727dd2f | ||
|
|
3ff13edad9 | ||
|
|
7d80a8f4f5 | ||
|
|
3c80d57dc7 | ||
|
|
bb1e6f8af6 | ||
|
|
8432d1bfc7 | ||
|
|
7e2d172ae5 | ||
|
|
3bde375078 | ||
|
|
365b639981 | ||
|
|
d4fc525614 | ||
|
|
5be649e082 | ||
|
|
4b4be11fd2 | ||
|
|
e7bfcb970e | ||
|
|
7794b104c5 | ||
|
|
3b828e6f96 | ||
|
|
bbe946fb6c | ||
|
|
377f730054 | ||
|
|
f5528001f6 | ||
|
|
f68075b333 | ||
|
|
f1b5c742ff | ||
|
|
7e068da2bd | ||
|
|
44174b1fa1 | ||
|
|
861f786d81 | ||
|
|
f6951bb67d | ||
|
|
3b1b5266e5 | ||
|
|
c163b856d7 | ||
|
|
07eb7adbb4 | ||
|
|
4c108d22f0 | ||
|
|
c706ff6f3a | ||
|
|
992736dc5d | ||
|
|
927580d4a8 | ||
|
|
a1e4af62d3 | ||
|
|
28dd8d7efd | ||
|
|
4dff49b2f1 | ||
|
|
71a58261f6 | ||
|
|
8d1b82d596 | ||
|
|
3096e7a9cd | ||
|
|
1c3a9c8e74 | ||
|
|
813e0c18e6 | ||
|
|
3a82994429 | ||
|
|
106184bbea | ||
|
|
3895363432 | ||
|
|
a1e43c682a | ||
|
|
c3fd4ae473 | ||
|
|
69b5c2f541 | ||
|
|
a704614b3e | ||
|
|
6024051a2f | ||
|
|
b3e94f5de8 | ||
|
|
32380a0112 | ||
|
|
664fb38e39 | ||
|
|
0cbb96895a | ||
|
|
7b77cb3bb8 | ||
|
|
6faad0c34f | ||
|
|
05c1f2795a | ||
|
|
7feccf9ab2 | ||
|
|
bf4880f6a2 | ||
|
|
e0c0e53edf | ||
|
|
6994bf10bc | ||
|
|
3233d85d2f | ||
|
|
13f00331da | ||
|
|
af93c21cf9 | ||
|
|
cf98290873 | ||
|
|
1ca6ff974c | ||
|
|
575df6f192 | ||
|
|
0bdc145343 | ||
|
|
d049a7988c | ||
|
|
a4af3cc814 | ||
|
|
a89a3cd2f1 | ||
|
|
09780b8b3d | ||
|
|
9e294be5c5 | ||
|
|
a01d149369 | ||
|
|
483534b525 | ||
|
|
e1fca8d982 | ||
|
|
10a202422a | ||
|
|
27431dcc6b | ||
|
|
d8f9f6ba2a | ||
|
|
72090b646f | ||
|
|
aedcd2fb1a | ||
|
|
76ccbb899d | ||
|
|
5d87ee8d82 | ||
|
|
451c756b01 | ||
|
|
3aa9aae0be | ||
|
|
967073ba3d | ||
|
|
b8d8355f10 | ||
|
|
07c52a25ff | ||
|
|
cb2de62bb1 | ||
|
|
949a9fa2cb | ||
|
|
a1164399b0 | ||
|
|
e5b905481d | ||
|
|
7c183dc6a1 | ||
|
|
7fbd72b735 | ||
|
|
969278fc0b | ||
|
|
efc4c0fe9d | ||
|
|
81b24bd728 | ||
|
|
db2581bee9 | ||
|
|
75136d3bea | ||
|
|
0e6a096afd | ||
|
|
6f8d34768d | ||
|
|
9cda3035fd | ||
|
|
47f5ad32b7 | ||
|
|
9f35ba8546 | ||
|
|
7fd34d4f30 | ||
|
|
bb2aa5e770 | ||
|
|
56e10f1c35 | ||
|
|
718e15c7de | ||
|
|
8bc6d976cb | ||
|
|
dd80db87a6 | ||
|
|
1f54c16f52 | ||
|
|
50d421fa19 | ||
|
|
adbbd17cb6 | ||
|
|
3e8eebfbec | ||
|
|
2cbc0f1287 | ||
|
|
e2c1f0a7cd | ||
|
|
ca43436cd3 | ||
|
|
b27fd87177 | ||
|
|
07d3083279 | ||
|
|
d3d998a885 | ||
|
|
5f409c6fcc | ||
|
|
63310acd58 | ||
|
|
e6850891cc | ||
|
|
440ad0b440 | ||
|
|
5cdd788f30 | ||
|
|
596d81a973 | ||
|
|
84f3ecc231 | ||
|
|
cc48f1e5dd | ||
|
|
8dc04a4c9f | ||
|
|
c72040a715 | ||
|
|
c7c1bf177b | ||
|
|
5b0e59d9d5 | ||
|
|
7c06d9f043 | ||
|
|
511e32e8ca | ||
|
|
e5dfa0855f | ||
|
|
afad952450 | ||
|
|
fda1365c15 | ||
|
|
04022114d9 | ||
|
|
1575a3fbcd | ||
|
|
7e772f6a51 | ||
|
|
2e5860b5a0 | ||
|
|
4158cba1ff | ||
|
|
b955e485f1 | ||
|
|
02d6d2d487 | ||
|
|
b668726a38 | ||
|
|
835a8b2c9b | ||
|
|
239c8732d7 | ||
|
|
9bf3f910c8 | ||
|
|
e6c982509d | ||
|
|
9ddb8493d5 | ||
|
|
76e61958fd | ||
|
|
4f22a45cb5 | ||
|
|
825b61e4ba | ||
|
|
7e67aba286 | ||
|
|
a649d904d7 | ||
|
|
dfb82d5c22 | ||
|
|
d0fb547dc1 | ||
|
|
20f0cb0281 | ||
|
|
03b64defa5 | ||
|
|
655ebe4eaf | ||
|
|
b89202824e | ||
|
|
f70eacee8e | ||
|
|
433a7556c7 | ||
|
|
712203dbcb | ||
|
|
800fb26606 | ||
|
|
224f087a5f | ||
|
|
092426bed2 | ||
|
|
c6f1b7b92a | ||
|
|
328e4fa7e7 | ||
|
|
f3110a57cd | ||
|
|
cf029b3e1c | ||
|
|
7056032483 | ||
|
|
50ceb25003 | ||
|
|
9c364b16ff | ||
|
|
d61caf5714 | ||
|
|
e70f866ed2 | ||
|
|
9acb158990 | ||
|
|
1ba79baab5 | ||
|
|
01de69de36 | ||
|
|
8ec24036d7 | ||
|
|
29269d2aa8 | ||
|
|
43a85dd02e | ||
|
|
9ba64f9fe3 | ||
|
|
49fb8e6c45 | ||
|
|
9bf6509c6e | ||
|
|
5af385ea78 | ||
|
|
47219dd5c6 | ||
|
|
b6ae8a0dca | ||
|
|
a33d45d7cd | ||
|
|
5a665e423c | ||
|
|
fc95da8aa3 | ||
|
|
fd5859ed04 | ||
|
|
75e3793f4d | ||
|
|
8d4b5fef1d | ||
|
|
04a9ce3a18 | ||
|
|
87883abd86 | ||
|
|
f20725eada | ||
|
|
26646f2450 | ||
|
|
f208fd7ebb | ||
|
|
9350158d61 | ||
|
|
7a5196601e | ||
|
|
c7619d4a6a | ||
|
|
7ba774a440 | ||
|
|
b1af4d36ce | ||
|
|
c3f20f6b81 | ||
|
|
e7dca4fec2 | ||
|
|
9afb849e16 | ||
|
|
e1acb0b1fa | ||
|
|
3ead9820f7 | ||
|
|
f7db4fad31 | ||
|
|
cf4fcc4735 | ||
|
|
3eedb542a6 | ||
|
|
ecf7666624 | ||
|
|
d77d3416d3 | ||
|
|
5ce93bc0cc | ||
|
|
54a129a2e2 | ||
|
|
bdf60dac6a | ||
|
|
bbb543fc16 | ||
|
|
28d8eb220b | ||
|
|
0a6c5bc234 | ||
|
|
e91d275b10 | ||
|
|
8b8ab1db5b | ||
|
|
e02d6014bf | ||
|
|
8414c0bb09 | ||
|
|
49eb5f0280 | ||
|
|
7a536f1bd2 | ||
|
|
ff0c6c2bde | ||
|
|
4eecf80a4b | ||
|
|
104294c7e4 | ||
|
|
6b43a314bf | ||
|
|
8915f7933a | ||
|
|
87ded34f9f | ||
|
|
ff0f9aa856 | ||
|
|
9dc02464a4 | ||
|
|
7573d10a4a | ||
|
|
5412cdf2c8 | ||
|
|
3de440fda2 | ||
|
|
5bf9029bf9 | ||
|
|
09c9bf2edb | ||
|
|
b46076458c | ||
|
|
8691b56136 | ||
|
|
7f6a025c93 | ||
|
|
2cada3c143 | ||
|
|
4a3a895be9 | ||
|
|
f6fbb99a9c | ||
|
|
be107ba8f8 | ||
|
|
f902435a53 | ||
|
|
80d51c692a | ||
|
|
7227454dca | ||
|
|
f087359621 | ||
|
|
e215809c4d | ||
|
|
03b0266b59 | ||
|
|
d1c45c0d76 | ||
|
|
e30babef09 | ||
|
|
a608156da3 | ||
|
|
65a2350a5f | ||
|
|
cbf24a9151 | ||
|
|
f906d53f7d | ||
|
|
1f2bdd37b3 | ||
|
|
dc8ff68871 | ||
|
|
5536edede9 | ||
|
|
578e15f006 | ||
|
|
e1143377c2 | ||
|
|
8563ef3ce4 | ||
|
|
37fb531d1c | ||
|
|
86d3bba157 | ||
|
|
2ccc6d2ed1 | ||
|
|
13a5f5ba8b | ||
|
|
737a3644fc | ||
|
|
07ff47bf1b | ||
|
|
0737433c71 | ||
|
|
0bda7f196d | ||
|
|
9f96fcff3c | ||
|
|
bfacbac7c4 | ||
|
|
86fce79a6c | ||
|
|
c81a5a6070 | ||
|
|
0947fa3de0 | ||
|
|
cb9a6b8a8b | ||
|
|
2d21a64fed | ||
|
|
f94af2f5c5 | ||
|
|
8079344cee | ||
|
|
82e31d34f0 | ||
|
|
acdb4823dd | ||
|
|
b5144e477f | ||
|
|
e9c625a1dc | ||
|
|
d1851ed6b7 | ||
|
|
32c4e01267 | ||
|
|
2f9bae140b | ||
|
|
8a45c56c2c | ||
|
|
9391a97fbf | ||
|
|
79d497edae | ||
|
|
515ad62335 | ||
|
|
73353fad64 | ||
|
|
ff4bd758ca | ||
|
|
e24674fc0e | ||
|
|
529fccd9c2 | ||
|
|
4ee4f65c70 | ||
|
|
7cc86d4bc9 | ||
|
|
8011197c50 | ||
|
|
c96aaef132 | ||
|
|
6b32570644 | ||
|
|
5af930f97a | ||
|
|
515ecbddc2 | ||
|
|
7f7e8eeecd | ||
|
|
4e98d4329b | ||
|
|
5278da98d2 | ||
|
|
e1ed27aeaa | ||
|
|
c8349d3305 | ||
|
|
606175b98f | ||
|
|
05bc323be0 | ||
|
|
599a52629a | ||
|
|
c3efccaa9c | ||
|
|
b26f16a27f | ||
|
|
a0c2e55e8c | ||
|
|
5aebfedfad | ||
|
|
ce1626a51e | ||
|
|
0cabe4dedf | ||
|
|
0d6e3ab2b0 | ||
|
|
cfcad42b89 | ||
|
|
4a6f95acc8 | ||
|
|
5305c32242 | ||
|
|
951c9dd68b | ||
|
|
4ea9fdbbea | ||
|
|
e194219f2e | ||
|
|
a71d3c8cb3 | ||
|
|
238321c159 | ||
|
|
e181b0c3fc | ||
|
|
9d0bc3f9ab | ||
|
|
afe9c5c5f7 | ||
|
|
81a2546cea | ||
|
|
ee5560a958 | ||
|
|
62cfdceac1 | ||
|
|
d9fda22763 | ||
|
|
8dd83c5fe8 | ||
|
|
5794c0491a | ||
|
|
e043b89814 | ||
|
|
8fc19d2194 | ||
|
|
02501f07c3 | ||
|
|
a0e5bb9532 | ||
|
|
088ef6623a | ||
|
|
9c916cdaf9 | ||
|
|
ac9512e095 | ||
|
|
5d20da1b36 | ||
|
|
9b09c7597f | ||
|
|
2a1e903f43 | ||
|
|
e50894c95e | ||
|
|
991b16cc6a | ||
|
|
2886e0b6f5 | ||
|
|
067b691fd8 | ||
|
|
c40feabe4d | ||
|
|
2d4018aa89 | ||
|
|
e6439e1a16 | ||
|
|
26b9e2d0a5 | ||
|
|
3a5e758ee3 | ||
|
|
f768727284 | ||
|
|
a03846bd9e | ||
|
|
f3a0b17bb8 | ||
|
|
ac52d9d44c | ||
|
|
e2082a675c | ||
|
|
b94f0241f1 | ||
|
|
b96b1f2412 | ||
|
|
6644f1ff64 | ||
|
|
8cac70d8af | ||
|
|
5105c6c0d0 | ||
|
|
3a678d48b1 | ||
|
|
8bac6d428d | ||
|
|
2da200fc16 | ||
|
|
f6b6ad1959 | ||
|
|
3e84f7cd1d | ||
|
|
ac10889bde | ||
|
|
89a530b442 | ||
|
|
65e579e558 | ||
|
|
34e18ef771 | ||
|
|
8289e5f6b4 | ||
|
|
025e00cccc | ||
|
|
f78b5a0cdb | ||
|
|
ec49a486c7 | ||
|
|
afeefadb4e | ||
|
|
a423f032ee | ||
|
|
4ef06f5aa2 | ||
|
|
753223bd7b | ||
|
|
f663277591 | ||
|
|
1c7be88a1a | ||
|
|
3c114b280a | ||
|
|
2fbbcaa339 | ||
|
|
36cbe1e521 | ||
|
|
19d17ed274 | ||
|
|
01f940dc9a | ||
|
|
19c4fa8dd5 | ||
|
|
3bcc25f588 | ||
|
|
4cadb57c46 | ||
|
|
99c32ed4a5 | ||
|
|
c08b4b46f4 | ||
|
|
e138a5fcb5 | ||
|
|
fc16e54612 | ||
|
|
4575354bc0 | ||
|
|
3f51c831de | ||
|
|
962dcb466d | ||
|
|
b8d9c5c130 | ||
|
|
1a0d2578a1 | ||
|
|
12a1e7d04e | ||
|
|
4a8efd7e68 | ||
|
|
66cfbbff5e | ||
|
|
d23c69d319 | ||
|
|
1e7b50aeae | ||
|
|
c93e92671a | ||
|
|
ddc3f8f069 | ||
|
|
5261e5a6ba | ||
|
|
379733aba1 | ||
|
|
131de7ab62 | ||
|
|
d8ab2c1ac9 | ||
|
|
862781b195 | ||
|
|
cae4d020dc | ||
|
|
1f78e08427 | ||
|
|
760c1d95b9 | ||
|
|
510f0e505c | ||
|
|
d9c54826bb | ||
|
|
2515413080 | ||
|
|
d87b80c6c1 | ||
|
|
4a43f347bb | ||
|
|
dcbf976a8e | ||
|
|
f2d577c33f | ||
|
|
ae34241f8b | ||
|
|
1546153ca2 | ||
|
|
a3d6554e8e | ||
|
|
565af90958 | ||
|
|
797f2044cd | ||
|
|
5ea08394f5 | ||
|
|
9ee86f22b7 | ||
|
|
52ca91ca57 | ||
|
|
168af9b377 | ||
|
|
1a6eea012d | ||
|
|
50f6e12d31 | ||
|
|
c547b2e8ee | ||
|
|
56ba60ee68 | ||
|
|
f270c81c49 | ||
|
|
745fda081e | ||
|
|
5f8c9ae0ef | ||
|
|
056af2b1af | ||
|
|
5f79a28a07 | ||
|
|
69db792bf0 | ||
|
|
8b956216b7 | ||
|
|
e6cc547a94 | ||
|
|
e73217d6f7 | ||
|
|
2eaf5b03df | ||
|
|
c398153b40 | ||
|
|
33994bbfa1 | ||
|
|
7525637804 | ||
|
|
15ec78e9d8 | ||
|
|
3a7828de6b | ||
|
|
7b3433c68b | ||
|
|
84507cc744 | ||
|
|
cb76c086e0 | ||
|
|
407822e6a5 | ||
|
|
4e30698706 | ||
|
|
2dd8338e7d | ||
|
|
059560d28b | ||
|
|
d348d86df4 | ||
|
|
1d3862b6b3 | ||
|
|
bd82539ad5 | ||
|
|
83f55c9de5 | ||
|
|
33b88a0339 | ||
|
|
44bfa24cc3 | ||
|
|
2cff3f6a65 | ||
|
|
b48ed9ebc0 | ||
|
|
4e717b524c | ||
|
|
ae657a349a | ||
|
|
ed3c015f4e | ||
|
|
9cfc40c2cc | ||
|
|
6ebc63d3ef | ||
|
|
1ae0a1e658 | ||
|
|
46dff42239 | ||
|
|
35d1fb7b34 | ||
|
|
876a3299fc | ||
|
|
93896d550e | ||
|
|
18ffb7dd86 | ||
|
|
c0a89f8f4e | ||
|
|
c6193d0605 | ||
|
|
6cc380fc41 | ||
|
|
4053d9d638 | ||
|
|
45731cca19 | ||
|
|
dc92431328 | ||
|
|
d3e8e5731a | ||
|
|
53a5d32df1 | ||
|
|
85e1e2b0c8 | ||
|
|
9960ccddb2 | ||
|
|
4021776d0f | ||
|
|
fa0ce4b7d5 | ||
|
|
2a5ce1849a | ||
|
|
ae4b838840 | ||
|
|
79c075ca09 | ||
|
|
1127804109 | ||
|
|
67be485e24 | ||
|
|
fda57f48d5 | ||
|
|
840652830d | ||
|
|
5eabf44021 | ||
|
|
599d5f185c | ||
|
|
7abc368927 | ||
|
|
b57baa5ba0 | ||
|
|
3e47978a80 | ||
|
|
e647f89c33 | ||
|
|
82978fc88f | ||
|
|
95d49c3b98 | ||
|
|
455dc6e229 | ||
|
|
291bfe6841 | ||
|
|
35032d41fa | ||
|
|
28094b7cea | ||
|
|
b55b9aee9b | ||
|
|
0f1c21a6c9 | ||
|
|
175bab4f5f | ||
|
|
ba7b68798d | ||
|
|
e32256b4b4 | ||
|
|
132d8c5a99 | ||
|
|
b85f345369 | ||
|
|
85a3fb3bef | ||
|
|
6d91055462 | ||
|
|
136fc56af0 | ||
|
|
c355ed1267 | ||
|
|
1cefc48f13 | ||
|
|
211a9c8fd2 | ||
|
|
f29b3b4033 | ||
|
|
df65d4a14f | ||
|
|
c4e26f4b92 | ||
|
|
416918429d | ||
|
|
d5692bff00 | ||
|
|
dcef0c0237 | ||
|
|
a68c98bb67 | ||
|
|
b872aa5c8e | ||
|
|
a82be53407 | ||
|
|
49533bc86e | ||
|
|
e381f22ac1 | ||
|
|
9ac1e93aa1 | ||
|
|
bd5b38e232 | ||
|
|
5adcb9ce6d | ||
|
|
2ec135c9f7 | ||
|
|
58d46e1fe6 | ||
|
|
c039a77d21 | ||
|
|
741bdf151a | ||
|
|
5070c769b8 | ||
|
|
52e0de84a9 | ||
|
|
b974fffea0 | ||
|
|
a2616c79fe | ||
|
|
31b5b18611 | ||
|
|
8601c39571 | ||
|
|
af27ec296b | ||
|
|
a848807847 | ||
|
|
bdb30d7145 | ||
|
|
897e5c6231 | ||
|
|
1007873d94 | ||
|
|
fd201a90f1 | ||
|
|
a52ce7ac8b | ||
|
|
fd90afef43 | ||
|
|
5207afa0dd | ||
|
|
0699310b9c | ||
|
|
0c24fe276c | ||
|
|
c83391262e | ||
|
|
00262d51ad | ||
|
|
d7c04ccbfb | ||
|
|
b1f263b34b | ||
|
|
a58e4dfd0f | ||
|
|
18d6490dbd | ||
|
|
346f83e014 | ||
|
|
fefcc77f13 | ||
|
|
b6cdfef442 | ||
|
|
172e426ba9 | ||
|
|
f74d9ec7f7 | ||
|
|
9093166eea | ||
|
|
f5ed5478e1 | ||
|
|
9a4234ea8e | ||
|
|
af002dc861 | ||
|
|
adeb993122 | ||
|
|
81bc4265e5 | ||
|
|
a44c5f7afe | ||
|
|
66b51940bd | ||
|
|
d4e49a2697 | ||
|
|
521405488b | ||
|
|
24dfa0c957 | ||
|
|
158a65c98f | ||
|
|
6caf074bd5 | ||
|
|
905e14f384 | ||
|
|
4be79a8955 | ||
|
|
2d952504ed | ||
|
|
43219d36a6 | ||
|
|
99b27488e7 | ||
|
|
18972c5513 | ||
|
|
e312363007 | ||
|
|
6c34bffbb5 | ||
|
|
36b2f64051 | ||
|
|
705ff49400 | ||
|
|
f81caac459 | ||
|
|
0ada716184 | ||
|
|
e9c849884a | ||
|
|
a4191857c1 | ||
|
|
9d7480774f | ||
|
|
5d630c930d | ||
|
|
9852649e97 | ||
|
|
1722a31155 | ||
|
|
e5f2295398 | ||
|
|
8ef0ca9765 | ||
|
|
c031ea088a | ||
|
|
9824bf1ba1 | ||
|
|
0095b7a0ea | ||
|
|
6b4f6cd2c5 | ||
|
|
1b646a4440 | ||
|
|
f22024cb19 | ||
|
|
049c515840 | ||
|
|
352695bc57 | ||
|
|
74077491ce | ||
|
|
23b67e6ff5 | ||
|
|
7b4fbf4301 | ||
|
|
b8b74970d7 | ||
|
|
defbf1c4b3 | ||
|
|
16c6734bcb | ||
|
|
ee98a069f0 | ||
|
|
b30b82835a | ||
|
|
d107146687 | ||
|
|
88df66ec83 | ||
|
|
ce18371d1b | ||
|
|
9dea27b273 | ||
|
|
140ece0aeb | ||
|
|
7abf72ec78 | ||
|
|
574185426c | ||
|
|
dd61c4802a | ||
|
|
14cef31467 | ||
|
|
6277781e83 | ||
|
|
770cba0bd0 | ||
|
|
c38fe6b0e1 | ||
|
|
d3ee3e7ab5 | ||
|
|
ce500f8727 | ||
|
|
9a5f742e63 | ||
|
|
7e6700d261 | ||
|
|
c71522adc5 | ||
|
|
70b0bd13aa | ||
|
|
087ab2acbf | ||
|
|
24aeca3d0c | ||
|
|
9660657e95 | ||
|
|
13a3a2d0f3 | ||
|
|
ff4f40de41 | ||
|
|
24fc7c30dd | ||
|
|
06aa9d8d9a | ||
|
|
8c374512fd | ||
|
|
77d51ebf24 | ||
|
|
93b032ea92 | ||
|
|
03c8a78f04 | ||
|
|
002e513b82 | ||
|
|
ed84b2aaeb | ||
|
|
1176460e44 | ||
|
|
01429e7d16 | ||
|
|
4c35e00f49 | ||
|
|
7f960616e0 | ||
|
|
1cafdb5b46 | ||
|
|
b0fb340b57 | ||
|
|
85f3ba844c | ||
|
|
090eb437ed | ||
|
|
d574604a5d | ||
|
|
6eacddb50f | ||
|
|
4ff23d3306 | ||
|
|
c7687fc1d6 | ||
|
|
c47d34cf70 | ||
|
|
cd51f37fc0 | ||
|
|
da70c837da | ||
|
|
f1ae07e532 | ||
|
|
d9cd494eaf | ||
|
|
5979233a3c | ||
|
|
0b1d6a0d52 | ||
|
|
7b433605f9 | ||
|
|
3b9b1956cd | ||
|
|
7a41e0b1ea | ||
|
|
cc882b0723 | ||
|
|
6d6580f6be | ||
|
|
7684f53328 | ||
|
|
e3e4b7bdf5 | ||
|
|
679f4882a5 | ||
|
|
cb78e62df9 | ||
|
|
376f2aec54 | ||
|
|
010757266e | ||
|
|
d268471285 | ||
|
|
423577e14e | ||
|
|
f1c31ebc67 | ||
|
|
4433ce4312 | ||
|
|
456bbffcc4 | ||
|
|
17a7f352b5 | ||
|
|
637d9c42bf | ||
|
|
1c385c2ca4 | ||
|
|
25f25d546d | ||
|
|
6ac50634e3 | ||
|
|
50e453a3e2 | ||
|
|
4649bf042e | ||
|
|
2bd0ee27f0 | ||
|
|
0d16492eb7 | ||
|
|
2ae19801a9 | ||
|
|
950539b768 | ||
|
|
f270d6c52c | ||
|
|
22d6f00110 | ||
|
|
38e357ef10 | ||
|
|
0b7f3edc26 | ||
|
|
285269ef55 | ||
|
|
e25da4230b | ||
|
|
8be6f40ae1 | ||
|
|
83bd3595a4 | ||
|
|
32ee0a3947 | ||
|
|
7ddc22b326 | ||
|
|
0d5042f0f3 | ||
|
|
0eaddb4dcd | ||
|
|
74a11e2087 | ||
|
|
d4dd448511 | ||
|
|
56ad2a2d74 | ||
|
|
f421e73b40 | ||
|
|
72899318e6 | ||
|
|
84c6ea0cee | ||
|
|
c23b5463c7 | ||
|
|
9d8bc79025 | ||
|
|
0cad274b87 | ||
|
|
ac8931b2e9 | ||
|
|
4f112f898e | ||
|
|
e5ba982be0 | ||
|
|
200754b013 | ||
|
|
42ad3c1dd3 | ||
|
|
172570acae | ||
|
|
c29971cf72 | ||
|
|
ccc9a22db3 | ||
|
|
c00523dba4 | ||
|
|
9d5ec05150 | ||
|
|
2fecd332fc | ||
|
|
0e09032750 | ||
|
|
46b61427e1 | ||
|
|
bcf4ed28a9 | ||
|
|
6cfc9e6256 | ||
|
|
1ab236d9df | ||
|
|
2e1ac0f683 | ||
|
|
8364d1ca6c | ||
|
|
09d8943967 | ||
|
|
6e58a95a01 | ||
|
|
207ad45983 | ||
|
|
83ef61fa56 | ||
|
|
d0e0b106f0 | ||
|
|
98b66a5fc9 | ||
|
|
921bb92eec | ||
|
|
c50198debe | ||
|
|
6371474031 | ||
|
|
8657201257 | ||
|
|
b88492746e | ||
|
|
f6fc28dfd2 | ||
|
|
cdeef65b05 | ||
|
|
1e81a53e75 | ||
|
|
5e63711084 | ||
|
|
a2fbcc9ad4 | ||
|
|
10030ff3ec | ||
|
|
648735a4cf | ||
|
|
a4629b0b36 | ||
|
|
64cbbed152 | ||
|
|
43f375b2f2 | ||
|
|
1eb89d7e3b | ||
|
|
4d46383100 | ||
|
|
aa3fe81c87 | ||
|
|
9ea16e344a | ||
|
|
d8719cf59b | ||
|
|
9dcc07422e | ||
|
|
52c78820aa | ||
|
|
19b92751b9 | ||
|
|
f318f2d5ea | ||
|
|
21ff03978a | ||
|
|
25fd9d6132 | ||
|
|
3637193556 | ||
|
|
8e3274e137 | ||
|
|
c4a158656e | ||
|
|
e026c8d3b7 | ||
|
|
cab41d954e | ||
|
|
e0cbfd74d7 | ||
|
|
426930e028 | ||
|
|
e9fa17e1bf | ||
|
|
b807347e94 | ||
|
|
7113fc7dee | ||
|
|
e0f283cfcb | ||
|
|
7b968b098e | ||
|
|
e927a6ac4a | ||
|
|
9da475e4e8 | ||
|
|
5b282bdd48 | ||
|
|
fc80f2b41a | ||
|
|
68e9ef9885 | ||
|
|
296db2ed33 | ||
|
|
3171d61dfc | ||
|
|
00b9e70ba2 | ||
|
|
57e9f61852 | ||
|
|
cf365ed00b | ||
|
|
d98a5d54aa | ||
|
|
8074d56bdd | ||
|
|
fc3c3de70d | ||
|
|
997d1bd0eb | ||
|
|
baef79415b | ||
|
|
cb601d79e8 | ||
|
|
4cee46f909 | ||
|
|
25349b31d7 | ||
|
|
735267d27c | ||
|
|
b5ced477f4 | ||
|
|
67319a71e5 | ||
|
|
184a6f1198 | ||
|
|
b32bb4e6e3 | ||
|
|
0e62b7d68a | ||
|
|
a761779b12 | ||
|
|
29510fcb83 | ||
|
|
3f335b0d42 | ||
|
|
ffda84cfae | ||
|
|
e6bc840f6f | ||
|
|
0b26387a2b | ||
|
|
f7ef10e547 | ||
|
|
91cadc1130 | ||
|
|
47d1360124 | ||
|
|
f67699456c | ||
|
|
387f724d33 | ||
|
|
bcdfd5d61c | ||
|
|
e660d92fa5 | ||
|
|
9fdf72e42b | ||
|
|
df9051ded2 | ||
|
|
230c5ca735 | ||
|
|
3bd3693fb7 | ||
|
|
45cbebad64 | ||
|
|
6d0f9244b8 | ||
|
|
80a8aea7e3 | ||
|
|
4f0db01f7c | ||
|
|
6cd4e30b58 | ||
|
|
19540479d4 | ||
|
|
90dffb5a06 | ||
|
|
ef521d1e0b | ||
|
|
42c32bf00c | ||
|
|
c8a9969511 | ||
|
|
b0a8734c92 | ||
|
|
8d0723c2c3 |
20
.github/workflows/build.yml
vendored
20
.github/workflows/build.yml
vendored
@@ -25,8 +25,8 @@ jobs:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
env:
|
||||
VS_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise
|
||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
|
||||
VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\
|
||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
|
||||
steps:
|
||||
- uses: actions/checkout@v6
|
||||
with:
|
||||
@@ -116,7 +116,7 @@ jobs:
|
||||
cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
|
||||
cl.exe /DIMGUI_API=__declspec(dllimport) -DIMGUI_IMPL_API= /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
|
||||
|
||||
# Win64 examples are more frequently compiled than the Win32 examples.
|
||||
# Win64 examples are more frequently compilted than the Win32 examples.
|
||||
# More of the Win32 examples requires 'workflow_run' to reduce waste.
|
||||
- name: Build Win32 example_glfw_opengl2
|
||||
shell: cmd
|
||||
@@ -160,7 +160,6 @@ jobs:
|
||||
- name: Build Win32 example_sdl3_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win32 example_sdl3_sdlgpu3
|
||||
shell: cmd
|
||||
@@ -201,7 +200,6 @@ jobs:
|
||||
- name: Build Win64 example_glfw_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win64 example_glfw_vulkan
|
||||
shell: cmd
|
||||
@@ -230,7 +228,6 @@ jobs:
|
||||
- name: Build Win64 example_sdl2_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win64 example_sdl3_opengl3
|
||||
shell: cmd
|
||||
@@ -575,9 +572,6 @@ jobs:
|
||||
- name: Build macOS example_sdl2_metal
|
||||
run: make -C examples/example_sdl2_metal
|
||||
|
||||
#- name: Build macOS example_sdl3_metal4
|
||||
# run: make -C examples/example_sdl3_metal4
|
||||
|
||||
- name: Build macOS example_sdl2_opengl2
|
||||
run: make -C examples/example_sdl2_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
@@ -657,12 +651,8 @@ jobs:
|
||||
name: Build - Android
|
||||
|
||||
steps:
|
||||
#- name: Setup Gradle
|
||||
# uses: gradle/actions/setup-gradle@v6
|
||||
# with:
|
||||
# gradle-version: '8.14.5'
|
||||
|
||||
- uses: actions/checkout@v6
|
||||
|
||||
- name: Build example_android_opengl3
|
||||
run: |
|
||||
cd examples/example_android_opengl3/android
|
||||
@@ -677,7 +667,7 @@ jobs:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
env:
|
||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
|
||||
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v6
|
||||
|
||||
4
.github/workflows/static-analysis.yml
vendored
4
.github/workflows/static-analysis.yml
vendored
@@ -23,9 +23,9 @@ jobs:
|
||||
run: |
|
||||
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
|
||||
then
|
||||
wget -q https://files.pvs-studio.com/etc/pubkey.txt
|
||||
wget -q https://files.viva64.com/etc/pubkey.txt
|
||||
sudo apt-key add pubkey.txt
|
||||
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.pvs-studio.com/etc/viva64.list
|
||||
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y pvs-studio
|
||||
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
|
||||
|
||||
8
.gitignore
vendored
8
.gitignore
vendored
@@ -1,7 +1,5 @@
|
||||
## Misc artifacts
|
||||
## OSX artifacts
|
||||
.DS_Store
|
||||
.claude
|
||||
.vscode
|
||||
|
||||
## Dear ImGui artifacts
|
||||
imgui.ini
|
||||
@@ -57,6 +55,9 @@ examples/example_sdl3_wgpu/web/*
|
||||
.idea
|
||||
cmake-build-*
|
||||
|
||||
## VS code artifacts
|
||||
.vscode
|
||||
|
||||
## Unix executables from our example Makefiles
|
||||
examples/example_apple_metal/example_apple_metal
|
||||
examples/example_apple_opengl2/example_apple_opengl2
|
||||
@@ -72,7 +73,6 @@ examples/example_sdl2_opengl3/example_sdl2_opengl3
|
||||
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
|
||||
examples/example_sdl2_vulkan/example_sdl2_vulkan
|
||||
examples/example_sdl3_metal/example_sdl3_metal
|
||||
examples/example_sdl3_metal4/example_sdl3_metal4
|
||||
examples/example_sdl3_opengl3/example_sdl3_opengl3
|
||||
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
|
||||
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
// [ ] 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.
|
||||
@@ -22,7 +22,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it.
|
||||
// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that.
|
||||
@@ -138,10 +137,7 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
|
||||
// Render function
|
||||
// Render function.
|
||||
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@@ -157,7 +153,6 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Backup Allegro state that will be modified
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
||||
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
||||
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
||||
@@ -214,7 +209,8 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState)
|
||||
// (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_ImplAllegro5_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -491,12 +487,11 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
|
||||
ImGui_ImplAllegro5_SetDisplay(display);
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
#endif
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
// [ ] 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.
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support.
|
||||
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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)
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support.
|
||||
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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)
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
@@ -16,8 +17,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
|
||||
// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||
@@ -99,6 +100,10 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX10_InitMultiViewportSupport();
|
||||
static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
|
||||
{
|
||||
@@ -154,11 +159,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
device->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
|
||||
static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
@@ -183,7 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
@@ -197,7 +197,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
@@ -266,6 +266,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplDX10_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.SamplerLinear = bd->pTexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->pTexSamplerNearest;
|
||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
@@ -283,7 +285,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState)
|
||||
// (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_ImplDX10_SetupRenderState(draw_data, device);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -613,12 +616,10 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest;
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
@@ -635,6 +636,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
ImGui_ImplDX10_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -645,13 +648,14 @@ void ImGui_ImplDX10_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX10_ShutdownMultiViewportSupport();
|
||||
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 | ImGuiBackendFlags_RendererHasTextures);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -666,6 +670,131 @@ void ImGui_ImplDX10_NewFrame()
|
||||
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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's WindowID).
|
||||
// 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);
|
||||
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
|
||||
// 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;
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InitMultiViewportSupport()
|
||||
{
|
||||
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_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
@@ -41,9 +42,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
||||
struct ImGui_ImplDX10_RenderState
|
||||
{
|
||||
ID3D10Device* Device;
|
||||
ID3D10SamplerState* SamplerLinear;
|
||||
ID3D10SamplerState* SamplerNearest;
|
||||
ID3D10Buffer* VertexConstantBuffer;
|
||||
//ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
|
||||
//ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [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.
|
||||
@@ -17,11 +18,12 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||
// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
|
||||
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
|
||||
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -86,7 +88,7 @@ struct ImGui_ImplDX11_Data
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||
ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
@@ -103,6 +105,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX11_InitMultiViewportSupport();
|
||||
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
|
||||
{
|
||||
@@ -161,11 +167,6 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
|
||||
device_ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
|
||||
static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
@@ -190,7 +191,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
@@ -203,7 +204,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
@@ -281,8 +282,10 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX11_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||
render_state.SamplerLinear = bd->pTexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->pTexSamplerNearest;
|
||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -298,7 +301,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
|
||||
// (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_ImplDX11_SetupRenderState(draw_data, device);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -324,7 +328,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
|
||||
// Restore modified DX state
|
||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
@@ -630,12 +634,10 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
@@ -655,6 +657,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
ImGui_ImplDX11_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -665,6 +669,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX11_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
@@ -672,7 +677,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -687,6 +692,152 @@ void ImGui_ImplDX11_NewFrame()
|
||||
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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); }
|
||||
};
|
||||
|
||||
// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order.
|
||||
// This is intentionally not declared in the .h file yet, so you will need to copy this declaration:
|
||||
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count);
|
||||
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
bd->SwapChainDescsForViewports.resize(desc_templates_count);
|
||||
memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC));
|
||||
}
|
||||
|
||||
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's WindowID).
|
||||
// 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);
|
||||
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
|
||||
|
||||
// Create swap chain
|
||||
HRESULT hr = DXGI_ERROR_UNSUPPORTED;
|
||||
for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports)
|
||||
{
|
||||
IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr);
|
||||
DXGI_SWAP_CHAIN_DESC sd = sd_template;
|
||||
sd.BufferDesc.Width = (UINT)viewport->Size.x;
|
||||
sd.BufferDesc.Height = (UINT)viewport->Size.y;
|
||||
sd.OutputWindow = hwnd;
|
||||
hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
|
||||
if (SUCCEEDED(hr))
|
||||
break;
|
||||
}
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
|
||||
// Create the render target
|
||||
if (vd->SwapChain != nullptr)
|
||||
{
|
||||
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;
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_InitMultiViewportSupport()
|
||||
{
|
||||
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;
|
||||
|
||||
// Default swapchain format
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
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.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
sd.Flags = 0;
|
||||
ImGui_ImplDX11_SetSwapChainDescs(&sd, 1);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [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.
|
||||
@@ -44,9 +45,9 @@ struct ImGui_ImplDX11_RenderState
|
||||
{
|
||||
ID3D11Device* Device;
|
||||
ID3D11DeviceContext* DeviceContext;
|
||||
ID3D11SamplerState* SamplerLinear;
|
||||
ID3D11SamplerState* SamplerNearest;
|
||||
ID3D11Buffer* VertexConstantBuffer;
|
||||
//ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
|
||||
//ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [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.
|
||||
|
||||
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -20,7 +22,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025)
|
||||
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
|
||||
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
|
||||
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
|
||||
@@ -92,8 +95,6 @@ struct ImGui_ImplDX12_Texture
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ImGui_ImplDX12_InitInfo InitInfo;
|
||||
ImGui_ImplDX12_RenderState* RenderState;
|
||||
|
||||
IDXGIFactory5* pdxgiFactory;
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignatureLinear;
|
||||
@@ -118,9 +119,6 @@ struct ImGui_ImplDX12_Data
|
||||
UINT pTexUploadBufferSize;
|
||||
void* pTexUploadBufferMapped;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -140,20 +138,98 @@ struct ImGui_ImplDX12_RenderBuffers
|
||||
int VertexBufferSize;
|
||||
};
|
||||
|
||||
// Buffers used for secondary viewports created by the multi-viewports systems
|
||||
struct ImGui_ImplDX12_FrameContext
|
||||
{
|
||||
UINT64 FenceValue;
|
||||
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;
|
||||
HANDLE SwapChainWaitableObject;
|
||||
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;
|
||||
SwapChainWaitableObject = nullptr;
|
||||
NumFramesInFlight = num_frames_in_flight;
|
||||
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
|
||||
FrameIndex = 0;
|
||||
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
|
||||
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
FrameCtx[i].FenceValue = 0;
|
||||
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(SwapChainWaitableObject == 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_InitMultiViewportSupport();
|
||||
static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
|
||||
|
||||
// FIXME-WIP: Allow user to forward declare those two, for until we come up with a backend agnostic API to do this. (#9173)
|
||||
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list);
|
||||
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list);
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
|
||||
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
command_list->SetPipelineState(bd->pPipelineStateLinear);
|
||||
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
|
||||
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
command_list->SetPipelineState(bd->pPipelineStateNearest);
|
||||
@@ -199,7 +275,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
command_list->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv = {};
|
||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
command_list->IASetIndexBuffer(&ibv);
|
||||
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
@@ -219,11 +295,6 @@ static inline void SafeRelease(T*& res)
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); }
|
||||
static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); }
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
|
||||
{
|
||||
@@ -240,8 +311,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
|
||||
// FIXME: We are assuming that this only gets called once per frame!
|
||||
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;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
|
||||
vd->FrameIndex++;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@@ -321,7 +393,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
ImGui_ImplDX12_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.CommandList = command_list;
|
||||
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -338,7 +410,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
{
|
||||
// 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 == ImGui_ImplDX12_DrawCallback_ResetRenderState)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -365,7 +437,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
||||
@@ -668,7 +740,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
|
||||
blob->Release();
|
||||
|
||||
// Nearest sampler
|
||||
// Root Signature for ImDrawCallback_SetSamplerNearest
|
||||
staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||
return false;
|
||||
@@ -817,6 +889,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
return false;
|
||||
}
|
||||
|
||||
// Pipeline State for ImDrawCallback_SetSamplerNearest
|
||||
psoDesc.pRootSignature = bd->pRootSignatureNearest;
|
||||
|
||||
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
|
||||
@@ -842,6 +915,13 @@ 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();
|
||||
@@ -874,13 +954,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX12_DestroyTexture(tex);
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
@@ -929,11 +1002,15 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitMultiViewportSupport();
|
||||
|
||||
// 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);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
if (init_info->SrvDescriptorAllocFn == nullptr)
|
||||
@@ -941,18 +1018,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
#endif
|
||||
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->frameIndex = UINT_MAX;
|
||||
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
|
||||
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -979,7 +1044,6 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
bool ret = ImGui_ImplDX12_Init(&init_info);
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->commandQueueOwned = true;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
|
||||
|
||||
@@ -994,12 +1058,23 @@ void ImGui_ImplDX12_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
ImGui_ImplDX12_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -1014,6 +1089,254 @@ void ImGui_ImplDX12_NewFrame()
|
||||
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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's WindowID).
|
||||
// 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);
|
||||
|
||||
// Use shared command queue from init info
|
||||
vd->FrameIndex = 0;
|
||||
vd->CommandQueue = bd->pCommandQueue;
|
||||
|
||||
// Create command allocator.
|
||||
HRESULT res = S_OK;
|
||||
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 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;
|
||||
sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
|
||||
if (bd->tearingSupport)
|
||||
sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
|
||||
|
||||
IDXGISwapChain1* swap_chain = nullptr;
|
||||
res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
||||
IM_ASSERT(res == S_OK);
|
||||
res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
// Or swapChain.As(&mSwapChain)
|
||||
IM_ASSERT(vd->SwapChain == nullptr);
|
||||
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
|
||||
swap_chain->Release();
|
||||
|
||||
// Create the render targets and waitable object
|
||||
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;
|
||||
}
|
||||
|
||||
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
||||
}
|
||||
|
||||
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
|
||||
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
::WaitForSingleObject(bd->FenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
|
||||
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
|
||||
{
|
||||
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
|
||||
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
|
||||
}
|
||||
return frame_context;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
vd->CommandQueue = nullptr;
|
||||
::CloseHandle(vd->SwapChainWaitableObject);
|
||||
vd->SwapChainWaitableObject = nullptr;
|
||||
SafeRelease(vd->CommandList);
|
||||
SafeRelease(vd->SwapChain);
|
||||
SafeRelease(vd->RtvDescHeap);
|
||||
|
||||
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;
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
vd->SwapChain->GetDesc1(&desc);
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
|
||||
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 = ImGui_WaitForNextFrameContext(vd);
|
||||
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, (const 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->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
|
||||
|
||||
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
frame_context->FenceValue = bd->FenceLastSignaledValue;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
||||
|
||||
vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InitMultiViewportSupport()
|
||||
{
|
||||
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_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
|
||||
// [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.
|
||||
@@ -17,7 +18,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
@@ -89,6 +90,12 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX9_InitMultiViewportSupport();
|
||||
static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
|
||||
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
@@ -163,11 +170,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); }
|
||||
static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); }
|
||||
|
||||
// Render function.
|
||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
@@ -190,14 +192,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -275,7 +277,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
|
||||
// (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_ImplDX9_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -302,6 +305,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
global_vtx_offset += draw_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
|
||||
device->SetTransform(D3DTS_WORLD, &last_world);
|
||||
device->SetTransform(D3DTS_VIEW, &last_view);
|
||||
@@ -330,6 +338,50 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
|
||||
return support;
|
||||
}
|
||||
|
||||
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
|
||||
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
||||
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||
|
||||
ImGui_ImplDX9_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX9_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
|
||||
{
|
||||
@@ -415,6 +467,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -433,6 +486,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
}
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
@@ -442,48 +496,146 @@ void ImGui_ImplDX9_NewFrame()
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplDX9_ViewportData
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IDirect3DSwapChain9* SwapChain;
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
||||
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
|
||||
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
|
||||
};
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest;
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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's WindowID).
|
||||
// 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_InitMultiViewportSupport()
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
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]);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
|
||||
// [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.
|
||||
|
||||
@@ -9,10 +9,12 @@
|
||||
// [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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Multiple Dear ImGui contexts support.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
@@ -29,19 +31,26 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.
|
||||
// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
|
||||
// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683)
|
||||
// 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10.
|
||||
// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.
|
||||
// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).
|
||||
// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
|
||||
// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289)
|
||||
// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
|
||||
// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
|
||||
// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
|
||||
// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
|
||||
// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
|
||||
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
|
||||
// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
|
||||
// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
@@ -58,6 +67,7 @@
|
||||
// 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)
|
||||
@@ -110,6 +120,8 @@
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#endif
|
||||
|
||||
#if defined(__has_include)
|
||||
@@ -147,10 +159,13 @@
|
||||
#elif GLFW_HAS_X11
|
||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||
#define GLFW_EXPOSE_NATIVE_X11
|
||||
#include <X11/Xatom.h>
|
||||
#include <dlfcn.h> // for dlopen()
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
#undef Status // X11 headers are leaking this.
|
||||
#endif
|
||||
|
||||
#ifndef _WIN32
|
||||
#include <unistd.h> // for usleep()
|
||||
#endif
|
||||
@@ -169,12 +184,29 @@
|
||||
// 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_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
|
||||
#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()
|
||||
@@ -197,6 +229,13 @@ enum GlfwClientApi
|
||||
GlfwClientApi_Unknown, // Anything else fits here.
|
||||
};
|
||||
|
||||
#if GLFW_HAS_X11
|
||||
typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool);
|
||||
typedef int (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int);
|
||||
typedef int (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*);
|
||||
typedef int (*PFN_XFlush)(Display*);
|
||||
#endif
|
||||
|
||||
// GLFW data
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
@@ -209,11 +248,14 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
GLFWcursor* LastMouseCursor;
|
||||
#endif
|
||||
bool MouseIgnoreButtonUpWaitForFocusLoss;
|
||||
bool MouseIgnoreButtonUp;
|
||||
ImVec2 LastValidMousePos;
|
||||
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
|
||||
bool IsWayland;
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
char BackendPlatformName[40];
|
||||
char BackendPlatformName[32];
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
@@ -231,6 +273,15 @@ struct ImGui_ImplGlfw_Data
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
#if GLFW_HAS_X11
|
||||
// Module and function pointers loaded at initialization to avoid linking statically with X11.
|
||||
void* X11Module;
|
||||
PFN_XInternAtom XInternAtom;
|
||||
PFN_XChangeProperty XChangeProperty;
|
||||
PFN_XChangeWindowAttributes XChangeWindowAttributes;
|
||||
PFN_XFlush XFlush;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -254,6 +305,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
|
||||
return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplGlfw_UpdateMonitors();
|
||||
static void ImGui_ImplGlfw_InitMultiViewportSupport();
|
||||
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static bool ImGui_ImplGlfw_IsWayland()
|
||||
{
|
||||
@@ -424,6 +480,10 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
|
||||
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
@@ -491,6 +551,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
||||
|
||||
if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows))
|
||||
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
|
||||
@@ -504,6 +567,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
|
||||
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
|
||||
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
@@ -515,6 +582,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
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);
|
||||
}
|
||||
@@ -553,7 +627,7 @@ 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.
|
||||
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
|
||||
}
|
||||
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
@@ -576,35 +650,7 @@ 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_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
|
||||
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:
|
||||
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
return ::CallWindowProcW(bd->PrevWndProc, 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)
|
||||
@@ -676,13 +722,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
bd->Context = ImGui::GetCurrentContext();
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->IsWayland = ImGui_ImplGlfw_IsWayland();
|
||||
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
||||
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)%s", GLFW_VERSION_COMBINED, bd->IsWayland ? " (Wayland)" : "");
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
@@ -690,6 +730,26 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bool has_viewports = false;
|
||||
#ifndef __EMSCRIPTEN__
|
||||
has_viewports = true;
|
||||
#if GLFW_HAS_GETPLATFORM
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
has_viewports = false;
|
||||
#endif
|
||||
if (has_viewports)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#endif
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
#endif
|
||||
|
||||
bd->Context = ImGui::GetCurrentContext();
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->IsWayland = ImGui_ImplGlfw_IsWayland();
|
||||
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
#if GLFW_VERSION_COMBINED < 3300
|
||||
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
|
||||
@@ -735,6 +795,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
// Update monitor a first time during init
|
||||
// (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;
|
||||
@@ -745,6 +810,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
if (has_viewports)
|
||||
ImGui_ImplGlfw_InitMultiViewportSupport();
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
@@ -755,6 +822,26 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
#if GLFW_HAS_X11
|
||||
if (!bd->IsWayland)
|
||||
{
|
||||
// Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c
|
||||
#if defined(__CYGWIN__)
|
||||
const char* x11_module_path = "libX11-6.so";
|
||||
#elif defined(__OpenBSD__) || defined(__NetBSD__)
|
||||
const char* x11_module_path = "libX11.so";
|
||||
#else
|
||||
const char* x11_module_path = "libX11.so.6";
|
||||
#endif
|
||||
bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL);
|
||||
bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom");
|
||||
bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty");
|
||||
bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes");
|
||||
bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush");
|
||||
IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
|
||||
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -799,6 +886,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
@@ -817,9 +905,14 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
bd->PrevWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
#if GLFW_HAS_X11
|
||||
if (bd->X11Module != nullptr)
|
||||
dlclose(bd->X11Module);
|
||||
#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);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
|
||||
IM_DELETE(bd);
|
||||
@@ -829,10 +922,15 @@ 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_USE_EMBEDDED_GLFW3
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
@@ -841,19 +939,54 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos 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 (since we implement hit via our WndProc hook)
|
||||
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _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
|
||||
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
||||
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
||||
#endif
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
|
||||
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()
|
||||
@@ -867,9 +1000,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (bd->LastMouseCursor != nullptr)
|
||||
@@ -949,15 +1083,48 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().
|
||||
// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.
|
||||
#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)
|
||||
static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; }
|
||||
static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
|
||||
static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
|
||||
#undef GLFW_HAS_PER_MONITOR_DPI
|
||||
#define GLFW_HAS_PER_MONITOR_DPI 1
|
||||
static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
int monitors_count = 0;
|
||||
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
||||
|
||||
bool updated_monitors = false;
|
||||
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)
|
||||
if (vid_mode->width <= 0 || vid_mode->height <= 0)
|
||||
continue; // Failed to query suitable monitor info (#9195)
|
||||
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
|
||||
float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
|
||||
if (scale == 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902)
|
||||
monitor.DpiScale = scale;
|
||||
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
|
||||
|
||||
// Preserve existing monitor list until a valid one is added.
|
||||
// Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195)
|
||||
if (!updated_monitors)
|
||||
platform_io.Monitors.resize(0);
|
||||
updated_monitors = true;
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
||||
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
||||
@@ -1022,15 +1189,17 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
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)
|
||||
double current_time = glfwGetTime();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 0.00001;
|
||||
current_time = bd->Time + 0.00001f;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
bd->MouseIgnoreButtonUp = false;
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
@@ -1100,6 +1269,444 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c
|
||||
}
|
||||
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplGlfw_ViewportData
|
||||
{
|
||||
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
#ifdef _WIN32
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_ViewportData() { memset((void*)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;
|
||||
}
|
||||
}
|
||||
|
||||
#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM
|
||||
#define IMGUI_GLFW_HAS_SETWINDOWFLOATING
|
||||
static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
|
||||
{
|
||||
#ifdef GLFW_EXPOSE_NATIVE_X11
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_X11)
|
||||
{
|
||||
Display* display = glfwGetX11Display();
|
||||
Window xwindow = glfwGetX11Window(window);
|
||||
Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False);
|
||||
Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False);
|
||||
bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1);
|
||||
XSetWindowAttributes attrs;
|
||||
attrs.override_redirect = False;
|
||||
bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs);
|
||||
bd->XFlush(display);
|
||||
}
|
||||
#endif // GLFW_EXPOSE_NATIVE_X11
|
||||
#ifdef GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
// FIXME: Help needed, see #8884, #8474 for discussions about this.
|
||||
#endif // GLFW_EXPOSE_NATIVE_X11
|
||||
}
|
||||
#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING
|
||||
|
||||
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;
|
||||
|
||||
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
|
||||
#ifdef __linux__
|
||||
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
|
||||
#endif
|
||||
|
||||
// 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;
|
||||
ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING
|
||||
ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window);
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
||||
::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
|
||||
#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_COUNTOF(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.
|
||||
|
||||
ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
|
||||
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 WndProc for mouse source event and WM_NCHITTEST message handler.
|
||||
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
||||
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
|
||||
#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 defined(__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 ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
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_InitMultiViewportSupport()
|
||||
{
|
||||
// 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_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
|
||||
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_ShutdownMultiViewportSupport()
|
||||
{
|
||||
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_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
|
||||
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
||||
|
||||
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:
|
||||
io.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
|
||||
default: break;
|
||||
}
|
||||
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif // #ifdef _WIN32
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -9,10 +9,12 @@
|
||||
// [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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Multiple Dear ImGui contexts support.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
// [ ] Platform: Missing 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.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
// [ ] Platform: Missing 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.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
@@ -16,10 +17,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
|
||||
// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
|
||||
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
|
||||
// 2026-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
|
||||
@@ -48,6 +46,12 @@
|
||||
#import <time.h>
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplMetal_InitMultiViewportSupport();
|
||||
static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
|
||||
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
|
||||
@@ -78,12 +82,9 @@
|
||||
@interface MetalContext : NSObject
|
||||
@property (nonatomic, strong) id<MTLDevice> device;
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
|
||||
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
|
||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||||
@property (nonatomic, strong) NSObject* bufferCacheLock;
|
||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||
@@ -92,7 +93,6 @@
|
||||
struct ImGui_ImplMetal_Data
|
||||
{
|
||||
MetalContext* SharedMetalContext;
|
||||
id<MTLRenderCommandEncoder> RenderCommandEncoder;
|
||||
|
||||
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -123,6 +123,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data,
|
||||
(__bridge id<MTLCommandBuffer>)(commandBuffer),
|
||||
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
@@ -134,6 +135,45 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
|
||||
#pragma mark - Dear ImGui Metal Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
ImGui_ImplMetal_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_UNUSED(bd);
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplMetal_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
@@ -186,16 +226,11 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
|
||||
static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
@@ -232,7 +267,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
bd->RenderCommandEncoder = commandEncoder;
|
||||
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
@@ -253,7 +287,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState)
|
||||
// (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_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -267,8 +302,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||
@@ -305,13 +340,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
||||
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
@synchronized(sharedMetalContext.bufferCacheLock)
|
||||
{
|
||||
[sharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||
[sharedMetalContext.bufferCache addObject:indexBuffer];
|
||||
}
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
@synchronized(sharedMetalContext.bufferCache)
|
||||
{
|
||||
[sharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||
[sharedMetalContext.bufferCache addObject:indexBuffer];
|
||||
}
|
||||
});
|
||||
}];
|
||||
bd->RenderCommandEncoder = nil;
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
|
||||
@@ -388,17 +424,8 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
|
||||
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
|
||||
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
|
||||
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
|
||||
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
|
||||
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
|
||||
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
|
||||
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
[samplerDescriptor release];
|
||||
[depthStencilDescriptor release];
|
||||
#endif
|
||||
|
||||
@@ -414,49 +441,152 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplMetal_DestroyTexture(tex);
|
||||
|
||||
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
bd->SharedMetalContext.samplerStateLinear = nil;
|
||||
bd->SharedMetalContext.samplerStateNearest = nil;
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
#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
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
CAMetalLayer* MetalLayer;
|
||||
id<MTLCommandQueue> CommandQueue;
|
||||
MTLRenderPassDescriptor* RenderPassDescriptor;
|
||||
void* Handle = nullptr;
|
||||
bool FirstFrame = true;
|
||||
};
|
||||
|
||||
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_UNUSED(bd);
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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;
|
||||
|
||||
float fb_scale = (float)window.backingScaleFactor;
|
||||
if (data->MetalLayer.contentsScale != fb_scale)
|
||||
{
|
||||
data->MetalLayer.contentsScale = fb_scale;
|
||||
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
|
||||
}
|
||||
#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_InitMultiViewportSupport()
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
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
|
||||
@@ -542,7 +672,6 @@ void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
self.bufferCache = [NSMutableArray array];
|
||||
self.bufferCacheLock = [[NSObject alloc] init];
|
||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
@@ -550,9 +679,9 @@ void ImGui_ImplMetal_Shutdown()
|
||||
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
double now = GetMachAbsoluteTimeInSeconds();
|
||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
@synchronized(self.bufferCacheLock)
|
||||
@synchronized(self.bufferCache)
|
||||
{
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
@@ -619,9 +748,9 @@ void ImGui_ImplMetal_Shutdown()
|
||||
"}\n"
|
||||
"\n"
|
||||
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
||||
" texture2d<half, access::sample> texture [[texture(0)]],\n"
|
||||
" sampler textureSampler [[sampler(0)]]) {\n"
|
||||
" half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
|
||||
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
|
||||
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
|
||||
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
|
||||
" return half4(in.color) * texColor;\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
@@ -1,89 +0,0 @@
|
||||
// dear imgui: Renderer Backend for Metal 4
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
// Metal 4 requires Apple Silicon and macOS 26+.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture.gpuResourceID' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ObjC API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef __OBJC__
|
||||
|
||||
@class MTL4RenderPassDescriptor;
|
||||
@protocol MTLDevice, MTL4CommandBuffer, MTL4RenderCommandEncoder, MTL4CommandQueue;
|
||||
|
||||
// framesInFlight must match the number of frames your application keeps in flight (e.g. the size of your own
|
||||
// command buffer/allocator ring). The backend uses it to size its own per-frame-in-flight resources (constant
|
||||
// buffer, vertex/index buffer cache) so the CPU never overwrites a slot the GPU may still be reading.
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_Shutdown();
|
||||
// frameInFlightIndex must match the slot you use to index your own per-frame-in-flight resources
|
||||
// (e.g. the same index used to pick your command buffer/allocator), and must be < framesInFlight passed to Init().
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_RenderDrawData(ImDrawData* drawData,
|
||||
id<MTL4CommandBuffer> commandBuffer,
|
||||
id<MTL4RenderCommandEncoder> commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// C++ API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
|
||||
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
#ifndef __OBJC__
|
||||
|
||||
// Forward declare relevant classes from the MTL and MTL4 namespace
|
||||
namespace MTL { class Device; }
|
||||
namespace MTL4 { class CommandQueue; class CommandBuffer; class RenderPassDescriptor; class RenderCommandEncoder; }
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal4_Init(MTL::Device* device, MTL4::CommandQueue* commandQueue, int framesInFlight);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_NewFrame(MTL4::RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL4::CommandBuffer* commandBuffer,
|
||||
MTL4::RenderCommandEncoder* commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal4_CreateDeviceObjects(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
@@ -1,743 +0,0 @@
|
||||
// dear imgui: Renderer Backend for Metal 4
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
// Metal 4 requires Apple Silicon and macOS 26+.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-07-07: Metal 4: Added metal-cpp support. (#9461)
|
||||
// 2026-07-02: Metal 4: Added new Metal 4 backend implementation. (#9458)
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_metal4.h"
|
||||
#import <time.h>
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
#include <Metal/Metal.hpp>
|
||||
#endif
|
||||
|
||||
#pragma mark - Support classes and structs
|
||||
|
||||
struct ImGui_Metal4_ConstantData
|
||||
{
|
||||
float ModelViewProjectionMatrix[4][4];
|
||||
};
|
||||
|
||||
@interface MetalBuffer : NSObject
|
||||
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||||
@property (nonatomic, assign) double lastReuseTime;
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||||
@end
|
||||
|
||||
// An object that encapsulates the data necessary to uniquely identify a
|
||||
// render pipeline state. These are used as cache keys.
|
||||
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||||
@property (nonatomic, assign) unsigned long sampleCount;
|
||||
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor;
|
||||
@end
|
||||
|
||||
@interface MetalTexture : NSObject
|
||||
@property (nonatomic, strong) id<MTLTexture> metalTexture;
|
||||
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
|
||||
@end
|
||||
|
||||
// A singleton that stores long-lived objects that are needed by the Metal
|
||||
// renderer backend. Stores the render pipeline state cache and the default
|
||||
// font texture, and manages the reusable buffer cache.
|
||||
@interface MetalContext : NSObject
|
||||
@property (nonatomic, strong) id<MTLDevice> device;
|
||||
@property (nonatomic, strong) id<MTL4CommandQueue> commandQueue;
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) id<MTL4ArgumentTable> argumentTable;
|
||||
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
|
||||
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
|
||||
@property (nonatomic, strong) id<MTLResidencySet> residencySet;
|
||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor;
|
||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache;
|
||||
@property (nonatomic, assign) NSUInteger framesInFlight;
|
||||
@property (nonatomic, assign) NSUInteger currentFrameSlot;
|
||||
@property (nonatomic, strong) NSArray<id<MTLBuffer>>* constantBuffers;
|
||||
@property (nonatomic, assign) ImGui_Metal4_ConstantData** constantBufferContentsArray;
|
||||
@property (nonatomic, strong) NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches;
|
||||
@property (nonatomic, strong) NSObject* bufferCacheLock;
|
||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||
- (id<MTLBuffer>)currentConstantBuffer;
|
||||
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||
@end
|
||||
|
||||
struct ImGui_ImplMetal4_Data
|
||||
{
|
||||
MetalContext* SharedMetalContext;
|
||||
id<MTL4RenderCommandEncoder> RenderCommandEncoder;
|
||||
|
||||
ImGui_ImplMetal4_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal4_Data* ImGui_ImplMetal4_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal4_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal4_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal4_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal C++ Backend API
|
||||
|
||||
bool ImGui_ImplMetal4_Init(MTL::Device* device, MTL4::CommandQueue* commandQueue, int framesInFlight)
|
||||
{
|
||||
return ImGui_ImplMetal4_Init((__bridge id<MTLDevice>)(device),(__bridge id<MTL4CommandQueue>)(commandQueue), framesInFlight);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal4_NewFrame(MTL4::RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex)
|
||||
{
|
||||
ImGui_ImplMetal4_NewFrame((__bridge MTL4RenderPassDescriptor*)(renderPassDescriptor), frameInFlightIndex);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL4::CommandBuffer* commandBuffer,
|
||||
MTL4::RenderCommandEncoder* commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal4_RenderDrawData(draw_data,
|
||||
(__bridge id<MTL4CommandBuffer>)(commandBuffer),
|
||||
(__bridge id<MTL4RenderCommandEncoder>)(commandEncoder));
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal4_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal Backend API
|
||||
|
||||
void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex)
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal4_Init()?");
|
||||
IM_ASSERT(frameInFlightIndex < bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init().");
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
|
||||
#else
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
#endif
|
||||
bd->SharedMetalContext.currentFrameSlot = (NSUInteger)frameInFlightIndex;
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
ImGui_ImplMetal4_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal4_SetupRenderState(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer,
|
||||
id<MTL4RenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||
{
|
||||
IM_UNUSED(commandBuffer);
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
|
||||
.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
ImGui_Metal4_ConstantData* constantBufferContents = [bd->SharedMetalContext currentConstantBufferContents];
|
||||
memcpy(constantBufferContents->ModelViewProjectionMatrix, ortho_projection, sizeof(ortho_projection));
|
||||
|
||||
id<MTL4ArgumentTable> argumentTable = bd->SharedMetalContext.argumentTable;
|
||||
[argumentTable setAddress:[bd->SharedMetalContext currentConstantBuffer].gpuAddress atIndex:1];
|
||||
[argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset) attributeStride:sizeof(ImDrawVert) atIndex:0];
|
||||
[argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0];
|
||||
[commandEncoder setArgumentTable:argumentTable atStages:MTLRenderStageVertex | MTLRenderStageFragment];
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal4_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplMetal4_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0]; }
|
||||
static void ImGui_ImplMetal4_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateNearest.gpuResourceID atIndex:0]; }
|
||||
|
||||
void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer, id<MTL4RenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
MetalContext* ctx = bd->SharedMetalContext;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
|
||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplMetal4_UpdateTexture(tex);
|
||||
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
||||
|
||||
// Cache render pipeline state for later reuse
|
||||
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
bd->RenderCommandEncoder = commandEncoder;
|
||||
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||
{
|
||||
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplMetal4_DrawCallback_ResetRenderState)
|
||||
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
|
||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_min.x),
|
||||
.y = NSUInteger(clip_min.y),
|
||||
.width = NSUInteger(clip_max.x - clip_min.x),
|
||||
.height = NSUInteger(clip_max.y - clip_min.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
// Bind texture, Draw
|
||||
ImTextureID tex_id = pcmd->GetTexID();
|
||||
if (tex_id != ImTextureID_Invalid)
|
||||
{
|
||||
id<MTLTexture> texture = (__bridge id<MTLTexture>)(void*)(intptr_t)tex_id;
|
||||
[bd->SharedMetalContext.residencySet addAllocation:texture];
|
||||
[bd->SharedMetalContext.argumentTable setTexture:texture.gpuResourceID atIndex:0];
|
||||
}
|
||||
|
||||
[bd->SharedMetalContext.argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset + (pcmd->VtxOffset * sizeof(ImDrawVert))) attributeStride:sizeof(ImDrawVert) atIndex:0];
|
||||
|
||||
size_t indexBufferCmdOffset = indexBufferOffset + (pcmd->IdxOffset * sizeof(ImDrawIdx));
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer.gpuAddress + indexBufferCmdOffset
|
||||
indexBufferLength:indexBuffer.buffer.length - indexBufferCmdOffset];
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
||||
@synchronized(sharedMetalContext.bufferCacheLock)
|
||||
{
|
||||
NSMutableArray<MetalBuffer*>* slotCache = sharedMetalContext.bufferCaches[sharedMetalContext.currentFrameSlot];
|
||||
[slotCache addObject:vertexBuffer];
|
||||
[slotCache addObject:indexBuffer];
|
||||
}
|
||||
|
||||
// Commit residency set
|
||||
[bd->SharedMetalContext.residencySet commit];
|
||||
bd->RenderCommandEncoder = nil;
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal4_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData))
|
||||
{
|
||||
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
|
||||
backend_tex.metalTexture = nil;
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)tex->Width
|
||||
height:(NSUInteger)tex->Height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
|
||||
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
|
||||
[bd->SharedMetalContext.residencySet addAllocation:texture];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||
MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)texture);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = (__bridge_retained void*)(backend_tex);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
|
||||
mipmapLevel:0
|
||||
withBytes:tex->GetPixelsAt(r.x, r.y)
|
||||
bytesPerRow:(NSUInteger)tex->Width * 4];
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
{
|
||||
ImGui_ImplMetal4_DestroyTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
|
||||
MTLResidencySetDescriptor* residencySetDescriptor = [[MTLResidencySetDescriptor alloc] init];
|
||||
residencySetDescriptor.initialCapacity = 1000;
|
||||
|
||||
NSError* error = nil;
|
||||
bd->SharedMetalContext.residencySet = [device newResidencySetWithDescriptor:residencySetDescriptor error:&error];
|
||||
IM_ASSERT(bd->SharedMetalContext.residencySet != nil && error == nil);
|
||||
|
||||
[bd->SharedMetalContext.commandQueue addResidencySet:bd->SharedMetalContext.residencySet];
|
||||
|
||||
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
|
||||
samplerDescriptor.supportArgumentBuffers = YES;
|
||||
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
|
||||
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
|
||||
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
|
||||
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
|
||||
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
|
||||
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
|
||||
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||
|
||||
NSMutableArray<id<MTLBuffer>>* constantBuffers = [NSMutableArray array];
|
||||
ImGui_Metal4_ConstantData** constantBufferContentsArray = (ImGui_Metal4_ConstantData**)malloc(sizeof(ImGui_Metal4_ConstantData*) * bd->SharedMetalContext.framesInFlight);
|
||||
for (NSUInteger i = 0; i < bd->SharedMetalContext.framesInFlight; i++)
|
||||
{
|
||||
id<MTLBuffer> constantBuffer = [device newBufferWithLength:sizeof(ImGui_Metal4_ConstantData) options:MTLResourceStorageModeShared];
|
||||
[constantBuffers addObject:constantBuffer];
|
||||
constantBufferContentsArray[i] = (ImGui_Metal4_ConstantData*)constantBuffer.contents;
|
||||
[bd->SharedMetalContext.residencySet addAllocation:constantBuffer];
|
||||
}
|
||||
bd->SharedMetalContext.constantBuffers = constantBuffers;
|
||||
bd->SharedMetalContext.constantBufferContentsArray = constantBufferContentsArray;
|
||||
|
||||
MTL4ArgumentTableDescriptor* argumentTableDescriptor = [[MTL4ArgumentTableDescriptor alloc] init];
|
||||
argumentTableDescriptor.maxBufferBindCount = 8;
|
||||
argumentTableDescriptor.maxTextureBindCount = 8;
|
||||
argumentTableDescriptor.maxSamplerStateBindCount = 8;
|
||||
argumentTableDescriptor.supportAttributeStrides = YES; // required: vertex buffer is bound via setAddress:stride:atIndex: for stage_in fetch
|
||||
|
||||
bd->SharedMetalContext.argumentTable = [device newArgumentTableWithDescriptor:argumentTableDescriptor error:&error];
|
||||
IM_ASSERT(bd->SharedMetalContext.argumentTable != nil && error == nil);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal4_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplMetal4_DestroyTexture(tex);
|
||||
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
bd->SharedMetalContext.samplerStateLinear = nil;
|
||||
bd->SharedMetalContext.samplerStateNearest = nil;
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(framesInFlight > 0 && "framesInFlight must be at least 1!");
|
||||
|
||||
ImGui_ImplMetal4_Data* bd = IM_NEW(ImGui_ImplMetal4_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal4";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal4_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal4_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal4_DrawCallback_SetSamplerNearest;
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
bd->SharedMetalContext.commandQueue = commandQueue;
|
||||
bd->SharedMetalContext.framesInFlight = (NSUInteger)framesInFlight;
|
||||
NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches = [NSMutableArray array];
|
||||
for (NSUInteger i = 0; i < framesInFlight; i++)
|
||||
[bufferCaches addObject:[NSMutableArray array]];
|
||||
bd->SharedMetalContext.bufferCaches = bufferCaches;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal4_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
|
||||
IM_UNUSED(bd);
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplMetal4_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal4_DestroyBackendData();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
}
|
||||
|
||||
@implementation MetalBuffer
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_buffer = buffer;
|
||||
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
@end
|
||||
|
||||
#pragma mark - FramebufferDescriptor implementation
|
||||
|
||||
@implementation FramebufferDescriptor
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
|
||||
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
|
||||
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
|
||||
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (nonnull id)copyWithZone:(nullable NSZone*)zone
|
||||
{
|
||||
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||
copy.sampleCount = self.sampleCount;
|
||||
copy.colorPixelFormat = self.colorPixelFormat;
|
||||
copy.depthPixelFormat = self.depthPixelFormat;
|
||||
copy.stencilPixelFormat = self.stencilPixelFormat;
|
||||
return copy;
|
||||
}
|
||||
|
||||
- (NSUInteger)hash
|
||||
{
|
||||
NSUInteger sc = _sampleCount & 0x3;
|
||||
NSUInteger cf = _colorPixelFormat & 0x3FF;
|
||||
NSUInteger df = _depthPixelFormat & 0x3FF;
|
||||
NSUInteger sf = _stencilPixelFormat & 0x3FF;
|
||||
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
|
||||
return hash;
|
||||
}
|
||||
|
||||
- (BOOL)isEqual:(id)object
|
||||
{
|
||||
FramebufferDescriptor* other = object;
|
||||
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
||||
return NO;
|
||||
return other.sampleCount == self.sampleCount &&
|
||||
other.colorPixelFormat == self.colorPixelFormat &&
|
||||
other.depthPixelFormat == self.depthPixelFormat &&
|
||||
other.stencilPixelFormat == self.stencilPixelFormat;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalTexture implementation
|
||||
|
||||
@implementation MetalTexture
|
||||
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
|
||||
{
|
||||
if ((self = [super init]))
|
||||
self.metalTexture = metalTexture;
|
||||
return self;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalContext implementation
|
||||
|
||||
@implementation MetalContext
|
||||
- (instancetype)init
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
self.bufferCacheLock = [[NSObject alloc] init];
|
||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)dealloc
|
||||
{
|
||||
free(_constantBufferContentsArray);
|
||||
}
|
||||
|
||||
- (id<MTLBuffer>)currentConstantBuffer
|
||||
{
|
||||
return self.constantBuffers[self.currentFrameSlot];
|
||||
}
|
||||
|
||||
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents
|
||||
{
|
||||
return self.constantBufferContentsArray[self.currentFrameSlot];
|
||||
}
|
||||
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
double now = GetMachAbsoluteTimeInSeconds();
|
||||
NSMutableArray<MetalBuffer*>* slotCache = self.bufferCaches[self.currentFrameSlot];
|
||||
|
||||
@synchronized(self.bufferCacheLock)
|
||||
{
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
{
|
||||
for (NSMutableArray<MetalBuffer*>* cache in self.bufferCaches)
|
||||
{
|
||||
NSMutableArray* survivors = [NSMutableArray array];
|
||||
for (MetalBuffer* candidate in cache)
|
||||
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||
[survivors addObject:candidate];
|
||||
[cache setArray:survivors];
|
||||
}
|
||||
self.lastBufferCachePurge = now;
|
||||
}
|
||||
|
||||
// See if we have a buffer we can reuse, from this frame-in-flight slot's own cache
|
||||
MetalBuffer* bestCandidate = nil;
|
||||
for (MetalBuffer* candidate in slotCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
|
||||
if (bestCandidate != nil)
|
||||
{
|
||||
[slotCache removeObject:bestCandidate];
|
||||
bestCandidate.lastReuseTime = now;
|
||||
return bestCandidate;
|
||||
}
|
||||
}
|
||||
|
||||
// No luck; make a new buffer
|
||||
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
||||
[self.residencySet addAllocation:backing];
|
||||
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||
}
|
||||
|
||||
const char* shaderCode = R"(
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
struct Uniforms {
|
||||
float4x4 projectionMatrix;
|
||||
};
|
||||
|
||||
struct VertexIn {
|
||||
float2 position [[attribute(0)]];
|
||||
float2 texCoords [[attribute(1)]];
|
||||
uchar4 color [[attribute(2)]];
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
float4 position [[position]];
|
||||
float2 texCoords;
|
||||
float4 color;
|
||||
};
|
||||
|
||||
vertex VertexOut vertex_main(VertexIn in [[stage_in]],
|
||||
constant Uniforms &uniforms [[buffer(1)]])
|
||||
{
|
||||
VertexOut out;
|
||||
out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);
|
||||
out.texCoords = in.texCoords;
|
||||
out.color = float4(in.color) / float4(255.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment half4 fragment_main(VertexOut in [[stage_in]],
|
||||
texture2d<half, access::sample> texture [[texture(0)]],
|
||||
sampler textureSampler [[sampler(0)]])
|
||||
{
|
||||
half4 texColor = texture.sample(textureSampler, in.texCoords);
|
||||
return half4(in.color) * texColor;
|
||||
}
|
||||
)";
|
||||
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
NSError* error = nil;
|
||||
|
||||
id<MTLLibrary> library = [device newLibraryWithSource:[NSString stringWithUTF8String:shaderCode] options:nil error:&error];
|
||||
if (library == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
||||
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
|
||||
|
||||
if (vertexFunction == nil || fragmentFunction == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||
|
||||
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
||||
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
||||
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||
if (error != nil)
|
||||
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
@@ -4,9 +4,9 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
|
||||
|
||||
// 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.
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
|
||||
@@ -88,9 +88,6 @@
|
||||
// OpenGL data
|
||||
struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
bool UseTexParameterToSetSampler;
|
||||
GLuint NextSampler;
|
||||
|
||||
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -101,7 +98,46 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
|
||||
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
|
||||
|
||||
// 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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGui_ImplOpenGL2_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
@@ -112,7 +148,6 @@ void ImGui_ImplOpenGL2_NewFrame()
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
|
||||
@@ -130,7 +165,6 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
bd->NextSampler = GL_LINEAR;
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||
@@ -155,18 +189,12 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
|
||||
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
|
||||
|
||||
// OpenGL2 Render function.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
@@ -210,7 +238,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)
|
||||
// (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_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -227,17 +256,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID();
|
||||
glBindTexture(GL_TEXTURE_2D, pcmd_texture);
|
||||
|
||||
// Emulate sampler change (even though it is technically part of texture data)
|
||||
// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
|
||||
if (bd->UseTexParameterToSetSampler)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
||||
}
|
||||
}
|
||||
@@ -335,40 +354,33 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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*)
|
||||
{
|
||||
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest;
|
||||
|
||||
return true;
|
||||
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);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
|
||||
}
|
||||
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@@ -4,9 +4,9 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
|
||||
|
||||
// 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.
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
@@ -23,10 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
|
||||
// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
|
||||
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// (Breaking): this change prioritize using glBindSampler() when available, which would override glTexParameter() settings you may have set on custom textures.
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
@@ -256,10 +254,6 @@ struct ImGui_ImplOpenGL3_Data
|
||||
bool HasBindSampler;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
|
||||
#endif
|
||||
|
||||
ImVector<char> TempBuffer;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -272,6 +266,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
|
||||
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
|
||||
|
||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
@@ -320,6 +318,143 @@ static void ImGui_ImplOpenGL3_ShutdownLoader()
|
||||
}
|
||||
|
||||
// Functions
|
||||
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 loader
|
||||
if (!ImGui_ImplOpenGL3_InitLoader())
|
||||
return false;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GLES 2
|
||||
bd->GlVersion = 200;
|
||||
bd->GlProfileIsES2 = true;
|
||||
IM_UNUSED(gl_version_str);
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
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>"
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#else
|
||||
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%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]
|
||||
#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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
|
||||
|
||||
// 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.
|
||||
if (glsl_version == nullptr)
|
||||
{
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
glsl_version = "#version 300 es";
|
||||
#elif defined(__APPLE__)
|
||||
glsl_version = "#version 150";
|
||||
#else
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||
GLint current_texture;
|
||||
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
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
|
||||
#endif
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGui_ImplOpenGL3_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownLoader();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
@@ -331,7 +466,7 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplOpenGL3_RenderState* render_state, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
@@ -385,11 +520,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_Impl
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (render_state->UseBindSampler)
|
||||
{
|
||||
render_state->CurrentSampler = bd->TexSamplers[0];
|
||||
glBindSampler(0, render_state->CurrentSampler); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||
}
|
||||
if (bd->HasBindSampler)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
@@ -408,45 +540,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_Impl
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*)
|
||||
{
|
||||
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->HasBindSampler)
|
||||
{
|
||||
render_state->CurrentSampler = bd->TexSamplers[0];
|
||||
render_state->UseTexParameterFilter = false;
|
||||
glBindSampler(0, render_state->CurrentSampler);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
render_state->UseTexParameterFilter = true;
|
||||
render_state->CurrentTexParameterFilter = GL_LINEAR;
|
||||
}
|
||||
}
|
||||
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*)
|
||||
{
|
||||
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->HasBindSampler)
|
||||
{
|
||||
render_state->CurrentSampler = bd->TexSamplers[1];
|
||||
render_state->UseTexParameterFilter = false;
|
||||
glBindSampler(0, render_state->CurrentSampler);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
render_state->UseTexParameterFilter = true;
|
||||
render_state->CurrentTexParameterFilter = GL_NEAREST;
|
||||
}
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
@@ -515,17 +608,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
|
||||
// Setup render state structure (for callbacks and custom texture bindings)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplOpenGL3_RenderState render_state;
|
||||
render_state.UseBindSampler = bd->HasBindSampler;
|
||||
render_state.UseTexParameterFilter = false;
|
||||
render_state.CurrentSampler = 0;
|
||||
render_state.CurrentTexParameterFilter = 0;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
@@ -571,8 +654,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
|
||||
// (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_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
@@ -589,15 +673,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
|
||||
// Emulate sampler change (even though it is technically part of texture data)
|
||||
// As a sort of hack/workaround, we only start writing using glTexParameter() if sampler is ever changed explicitly.
|
||||
if (render_state.UseTexParameterFilter)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, render_state.CurrentTexParameterFilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, render_state.CurrentTexParameterFilter);
|
||||
}
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
||||
@@ -607,7 +682,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
}
|
||||
}
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
@@ -964,20 +1038,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->HasBindSampler)
|
||||
{
|
||||
glGenSamplers(2, &bd->TexSamplers[0]);
|
||||
for (int sampler_n = 0; sampler_n < 2; sampler_n++)
|
||||
{
|
||||
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
|
||||
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
|
||||
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
@@ -995,9 +1055,6 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_InitLoader();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
|
||||
#endif
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
@@ -1008,143 +1065,32 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
ImGui_ImplOpenGL3_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// 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*)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize loader
|
||||
if (!ImGui_ImplOpenGL3_InitLoader())
|
||||
return false;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GLES 2
|
||||
bd->GlVersion = 200;
|
||||
bd->GlProfileIsES2 = true;
|
||||
IM_UNUSED(gl_version_str);
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
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>"
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#else
|
||||
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%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]
|
||||
#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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
|
||||
|
||||
// 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.
|
||||
if (glsl_version == nullptr)
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
glsl_version = "#version 300 es";
|
||||
#elif defined(__APPLE__)
|
||||
glsl_version = "#version 150";
|
||||
#else
|
||||
if (bd->GlVersion >= 410)
|
||||
glsl_version = "#version 410";
|
||||
else
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
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);
|
||||
}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||
GLint current_texture;
|
||||
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
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
|
||||
#endif
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
|
||||
}
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownLoader();
|
||||
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [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.
|
||||
@@ -65,17 +66,4 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplOpenGL3_RenderState
|
||||
{
|
||||
bool UseBindSampler;
|
||||
bool UseTexParameterFilter;
|
||||
unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true, otherwise always 0
|
||||
unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterToSetSampler == true
|
||||
};
|
||||
|
||||
static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -10,6 +10,10 @@
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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 +10,10 @@
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
@@ -29,9 +33,12 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-07-08: [Docking] Fixed multi-viewport handling broken on 2025-06-02. (#8644, #8777)
|
||||
// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-01-20: Removed notification observer when shutting down. (#8331)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
@@ -101,6 +108,9 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOSX_InitMultiViewportSupport();
|
||||
static void ImGui_ImplOSX_ShutdownMultiViewportSupport();
|
||||
static void ImGui_ImplOSX_UpdateMonitors();
|
||||
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
@@ -148,6 +158,20 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
NSWindow* window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
|
||||
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);
|
||||
@@ -247,6 +271,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
|
||||
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
|
||||
- (void)displaysDidChange:(NSNotification*)aNotification;
|
||||
|
||||
@end
|
||||
|
||||
@@ -264,6 +289,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
io.AddFocusEvent(false);
|
||||
}
|
||||
|
||||
- (void)displaysDidChange:(NSNotification*)aNotification
|
||||
{
|
||||
ImGui_ImplOSX_UpdateMonitors();
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
// Functions
|
||||
@@ -418,11 +448,15 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
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)
|
||||
|
||||
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();
|
||||
ImGui_ImplOSX_InitMultiViewportSupport();
|
||||
|
||||
// Load cursors. Some of them are undocumented.
|
||||
bd->MouseCursorHidden = false;
|
||||
@@ -514,14 +548,14 @@ void ImGui_ImplOSX_Shutdown()
|
||||
bd->Monitor = nullptr;
|
||||
}
|
||||
|
||||
ImGui_ImplOSX_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOSX_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
}
|
||||
|
||||
@@ -672,10 +706,10 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
{
|
||||
// Only process events from the window containing ImGui view
|
||||
if (event.window != view.window)
|
||||
if (!ImGui::FindViewportByPlatformHandle((__bridge void*)event.window))
|
||||
return false;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
@@ -700,14 +734,23 @@ 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;
|
||||
@@ -833,6 +876,300 @@ 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 ImGui_ImplOSX_ViewportData
|
||||
{
|
||||
NSWindow* Window;
|
||||
bool WindowOwned;
|
||||
|
||||
ImGui_ImplOSX_ViewportData() { WindowOwned = false; }
|
||||
~ImGui_ImplOSX_ViewportData() { 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();
|
||||
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
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 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15)
|
||||
[view setWantsBestResolutionOpenGLSurface:YES];
|
||||
|
||||
window.contentView = view;
|
||||
|
||||
vd->Window = window;
|
||||
vd->WindowOwned = true;
|
||||
viewport->PlatformRequestResize = false;
|
||||
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData)
|
||||
{
|
||||
NSWindow* window = vd->Window;
|
||||
if (window != nil && vd->WindowOwned)
|
||||
{
|
||||
window.contentView = nil;
|
||||
window.contentViewController = nil;
|
||||
[window orderOut:nil];
|
||||
}
|
||||
vd->Window = nil;
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
[vd->Window orderFront:nil];
|
||||
else
|
||||
[vd->Window makeKeyAndOrderFront:nil];
|
||||
|
||||
[vd->Window setIsVisible:YES];
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = vd->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)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = vd->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)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = vd->Window;
|
||||
NSSize size = window.contentLayoutRect.size;
|
||||
return ImVec2(size.width, size.height);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
NSWindow* window = vd->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 ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
NSWindow* window = vd->Window;
|
||||
const float fb_scale = (float)[window backingScaleFactor];
|
||||
return ImVec2(fb_scale, fb_scale);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
[vd->Window makeKeyAndOrderFront:bd->Window];
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return vd->Window.isKeyWindow;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return vd->Window.isMiniaturized;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
vd->Window.title = [NSString stringWithUTF8String:title];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
|
||||
|
||||
vd->Window.alphaValue = alpha;
|
||||
}
|
||||
|
||||
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Window != 0);
|
||||
|
||||
return vd->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_InitMultiViewportSupport()
|
||||
{
|
||||
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_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale;
|
||||
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();
|
||||
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
|
||||
vd->Window = bd->Window;
|
||||
vd->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
|
||||
|
||||
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
|
||||
selector:@selector(displaysDidChange:)
|
||||
name:NSApplicationDidChangeScreenParametersNotification
|
||||
object:nil];
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_ShutdownMultiViewportSupport()
|
||||
{
|
||||
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();
|
||||
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)main_viewport->PlatformUserData;
|
||||
IM_DELETE(vd);
|
||||
main_viewport->PlatformUserData = nullptr;
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -10,6 +10,10 @@
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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 or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
@@ -21,7 +25,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284)
|
||||
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||
@@ -29,11 +34,15 @@
|
||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
|
||||
// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
|
||||
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
|
||||
// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
|
||||
@@ -74,7 +83,7 @@
|
||||
// 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.
|
||||
@@ -116,6 +125,7 @@
|
||||
#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>
|
||||
#include <stdio.h> // for snprintf()
|
||||
@@ -132,11 +142,18 @@
|
||||
#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)
|
||||
#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
|
||||
#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
|
||||
#if SDL_HAS_VULKAN
|
||||
#include <SDL_vulkan.h>
|
||||
#else
|
||||
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
@@ -147,8 +164,9 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
char BackendPlatformName[64];
|
||||
bool IsWayland;
|
||||
char BackendPlatformName[48];
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
@@ -157,6 +175,7 @@ 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.
|
||||
ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
|
||||
|
||||
// Gamepad handling
|
||||
@@ -176,6 +195,11 @@ 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_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
{
|
||||
@@ -195,13 +219,13 @@ static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, 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_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, 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);
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
@@ -367,8 +391,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
@@ -388,6 +411,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
|
||||
return false;
|
||||
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;
|
||||
@@ -439,20 +469,32 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0);
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)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:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
|
||||
if (viewport == NULL)
|
||||
return false;
|
||||
|
||||
// - 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.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
@@ -466,10 +508,18 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
//if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
|
||||
//if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
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;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
@@ -500,35 +550,45 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
SDL_version ver_runtime;
|
||||
SDL_VERSION(&ver_compiled);
|
||||
SDL_GetVersion(&ver_runtime);
|
||||
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u) (%s)",
|
||||
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch, sdl_video_driver);
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
|
||||
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->IsWayland = strcmp(sdl_video_driver, "Wayland") == 0;
|
||||
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (const char* item : capture_and_global_state_whitelist)
|
||||
if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
|
||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
||||
{
|
||||
bd->MouseCanUseGlobalState = true;
|
||||
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
|
||||
}
|
||||
#endif
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
|
||||
// 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.
|
||||
#ifndef __APPLE__
|
||||
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
|
||||
#else
|
||||
bd->MouseCanReportHoveredViewport = false;
|
||||
#endif
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
@@ -541,6 +601,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
|
||||
#endif
|
||||
|
||||
// Update monitor a first time during init
|
||||
ImGui_ImplSDL2_UpdateMonitors();
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
@@ -595,7 +658,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
(void)sdl_gl_context; // Unused in 'master' branch.
|
||||
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
|
||||
// We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings.
|
||||
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
|
||||
ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -609,7 +676,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, 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)
|
||||
@@ -644,6 +715,7 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -652,7 +724,7 @@ 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);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -665,6 +737,7 @@ void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
|
||||
bd->MouseCaptureMode = mode;
|
||||
}
|
||||
|
||||
// This code is rather 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();
|
||||
@@ -688,16 +761,24 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
}
|
||||
|
||||
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_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
|
||||
#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 io.ConfigNavMoveSetMousePos 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 unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||
@@ -706,15 +787,34 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// 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;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_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 (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
|
||||
mouse_viewport_id = mouse_viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
@@ -751,7 +851,6 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
|
||||
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
|
||||
}
|
||||
|
||||
// SDL_GetDisplayDPI() seems rather unreliable on Linux.
|
||||
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
||||
{
|
||||
const char* sdl_driver = SDL_GetCurrentVideoDriver();
|
||||
@@ -761,11 +860,7 @@ float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
|
||||
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
|
||||
float dpi = 0.0f;
|
||||
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
|
||||
{
|
||||
if (dpi < 96.0f)
|
||||
dpi = 96.0f;
|
||||
return dpi / 96.0f;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
IM_UNUSED(display_index);
|
||||
@@ -874,6 +969,38 @@ 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
|
||||
if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0)
|
||||
{
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
}
|
||||
#endif
|
||||
float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(n);
|
||||
if (dpi_scale <= 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
monitor.DpiScale = dpi_scale;
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
||||
{
|
||||
int w, h;
|
||||
@@ -892,7 +1019,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window,
|
||||
if (out_size != nullptr)
|
||||
*out_size = ImVec2((float)w, (float)h);
|
||||
if (out_framebuffer_scale != nullptr)
|
||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
|
||||
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
@@ -904,13 +1031,20 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
|
||||
// Update monitors
|
||||
#ifdef WIN32
|
||||
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
|
||||
#endif
|
||||
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();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 1;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
@@ -920,6 +1054,13 @@ 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 rigorous, 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();
|
||||
|
||||
@@ -927,6 +1068,266 @@ 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplSDL2_ViewportData
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from 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*)(intptr_t)SDL_GetWindowID(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) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
|
||||
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);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
|
||||
SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
|
||||
#elif defined(_WIN32)
|
||||
// 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 ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
// FIXME: SDL_Renderer does not support multi-viewport.
|
||||
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
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_InitMultiViewportSupport(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_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale;
|
||||
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 = (void*)(intptr_t)vd->WindowID;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -9,6 +9,10 @@
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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 or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
|
||||
@@ -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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
// [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 or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: 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.
|
||||
@@ -20,6 +23,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-25: [Docking] Use SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED (SDL 3.4.0+) when available to avoid refreshing monitor work area every frame on Windows. (#8415)
|
||||
// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284)
|
||||
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
|
||||
@@ -28,17 +34,23 @@
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
|
||||
// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
|
||||
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
|
||||
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
|
||||
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
|
||||
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
|
||||
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
|
||||
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
@@ -94,6 +106,7 @@
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED SDL_VERSION_ATLEAST(3,4,0)
|
||||
|
||||
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
|
||||
#ifndef SDLK_APOSTROPHE
|
||||
@@ -111,8 +124,9 @@ struct ImGui_ImplSDL3_Data
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
char BackendPlatformName[64];
|
||||
bool IsWayland;
|
||||
char BackendPlatformName[48];
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// IME handling
|
||||
SDL_Window* ImeWindow;
|
||||
@@ -126,12 +140,13 @@ 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.
|
||||
ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
|
||||
|
||||
// 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)); }
|
||||
};
|
||||
@@ -147,6 +162,9 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL3_UpdateIme();
|
||||
static void ImGui_ImplSDL3_UpdateMonitors();
|
||||
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
||||
@@ -168,8 +186,7 @@ static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
@@ -200,9 +217,12 @@ static void ImGui_ImplSDL3_UpdateIme()
|
||||
bd->ImeDirty = false;
|
||||
if (data->WantVisible)
|
||||
{
|
||||
ImVec2 viewport_pos;
|
||||
if (ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(window)))
|
||||
viewport_pos = viewport->Pos;
|
||||
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);
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputArea(window, &r, 0);
|
||||
@@ -391,6 +411,13 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
|
||||
return false;
|
||||
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;
|
||||
@@ -434,16 +461,29 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
|
||||
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
|
||||
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
||||
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.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:
|
||||
#if SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
|
||||
case SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED:
|
||||
#endif
|
||||
{
|
||||
bd->WantUpdateMonitors = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
@@ -466,11 +506,28 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
|
||||
if (viewport == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
|
||||
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||
case SDL_EVENT_WINDOW_MOVED:
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
{
|
||||
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
|
||||
if (viewport == NULL)
|
||||
return false;
|
||||
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;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
@@ -503,36 +560,49 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
const int ver_linked = SDL_GetVersion();
|
||||
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d) (%s)",
|
||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked),
|
||||
sdl_video_driver);
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
|
||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
|
||||
// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->IsWayland = strcmp(sdl_video_driver, "wayland") == 0;
|
||||
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (const char* item : capture_and_global_state_whitelist)
|
||||
if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
|
||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
||||
{
|
||||
bd->MouseCanUseGlobalState = true;
|
||||
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
|
||||
}
|
||||
#endif
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
|
||||
}
|
||||
|
||||
// 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.
|
||||
#ifndef __APPLE__
|
||||
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
|
||||
#else
|
||||
bd->MouseCanReportHoveredViewport = false;
|
||||
#endif
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
@@ -540,6 +610,9 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
|
||||
|
||||
// Update monitor a first time during init
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
@@ -572,6 +645,14 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
|
||||
// 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.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
|
||||
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -583,7 +664,11 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* 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)
|
||||
@@ -623,6 +708,7 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -631,7 +717,7 @@ 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 | ImGuiBackendFlags_HasParentViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -667,7 +753,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
}
|
||||
|
||||
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_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
|
||||
#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
|
||||
@@ -676,7 +762,14 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos 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 unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
|
||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||
@@ -685,15 +778,34 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// 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)
|
||||
float mouse_x, mouse_y;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= (float)window_x;
|
||||
mouse_y -= (float)window_y;
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
{
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_y;
|
||||
}
|
||||
io.AddMousePosEvent(mouse_x, 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 (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
|
||||
mouse_viewport_id = mouse_viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseCursor()
|
||||
@@ -825,6 +937,38 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
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);
|
||||
if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
|
||||
{
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
}
|
||||
monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
|
||||
monitor.PlatformHandle = (void*)(intptr_t)n;
|
||||
if (monitor.DpiScale <= 0.0f)
|
||||
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
SDL_free(displays);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
||||
{
|
||||
int w, h;
|
||||
@@ -857,13 +1001,20 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
// Setup main viewport size (every frame to accommodate for window resizing)
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
||||
|
||||
// Update monitors
|
||||
#if defined(WIN32) && !SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
|
||||
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
|
||||
#endif
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
|
||||
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 1;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
@@ -873,6 +1024,13 @@ 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 rigorous, 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();
|
||||
ImGui_ImplSDL3_UpdateIme();
|
||||
@@ -881,6 +1039,272 @@ 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplSDL3_ViewportData
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Window* ParentWindow;
|
||||
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
|
||||
bool WindowOwned;
|
||||
SDL_GLContext GLContext;
|
||||
|
||||
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
|
||||
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
|
||||
};
|
||||
|
||||
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
if (viewport != nullptr)
|
||||
{
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
return SDL_GetWindowFromID(window_id);
|
||||
}
|
||||
return 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;
|
||||
|
||||
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
SDL_WindowFlags sdl_flags = 0;
|
||||
sdl_flags |= SDL_WINDOW_HIDDEN;
|
||||
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
|
||||
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
|
||||
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);
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
#endif
|
||||
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_DestroyContext(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) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
|
||||
// SDL hack: Show icon in task bar (#7989)
|
||||
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style |= WS_EX_APPWINDOW;
|
||||
ex_style &= ~WS_EX_TOOLWINDOW;
|
||||
::ShowWindow(hwnd, SW_HIDE);
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
|
||||
#else
|
||||
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
|
||||
#endif
|
||||
SDL_ShowWindow(vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
IM_UNUSED(vd);
|
||||
|
||||
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
|
||||
// Update SDL3 parent if it changed _after_ creation.
|
||||
// This is for advanced apps that are manipulating ParentViewportID manually.
|
||||
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
|
||||
if (new_parent != vd->ParentWindow)
|
||||
{
|
||||
vd->ParentWindow = new_parent;
|
||||
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
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 ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
ImVec2 framebuffer_scale;
|
||||
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
||||
return framebuffer_scale;
|
||||
}
|
||||
|
||||
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;
|
||||
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_InitMultiViewportSupport(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_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
|
||||
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_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
|
||||
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_GLContext)sdl_gl_context;
|
||||
main_viewport->PlatformUserData = vd;
|
||||
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
|
||||
{
|
||||
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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: IME support.
|
||||
// [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 or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: 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.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -22,7 +23,7 @@
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
// CHANGELOG
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
|
||||
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
|
||||
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
|
||||
@@ -60,10 +61,6 @@ struct ImGui_ImplSDLGPU3_Data
|
||||
{
|
||||
ImGui_ImplSDLGPU3_InitInfo InitInfo;
|
||||
|
||||
// Render state
|
||||
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||
SDL_GPUSampler* CurrentSampler = nullptr;
|
||||
|
||||
// Graphics pipeline & shaders
|
||||
SDL_GPUShader* VertexShader = nullptr;
|
||||
SDL_GPUShader* FragmentShader = nullptr;
|
||||
@@ -92,10 +89,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
|
||||
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
bd->CurrentSampler = bd->TexSamplerLinear;
|
||||
render_state->SamplerCurrent = bd->TexSamplerLinear;
|
||||
|
||||
// Bind graphics pipeline
|
||||
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
|
||||
@@ -179,8 +176,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
||||
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
|
||||
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
|
||||
|
||||
uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
|
||||
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
|
||||
@@ -221,11 +218,6 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
|
||||
SDL_EndGPUCopyPass(copy_pass);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
|
||||
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
|
||||
|
||||
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
@@ -248,9 +240,11 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplSDLGPU3_RenderState render_state;
|
||||
render_state.Device = bd->InitInfo.Device;
|
||||
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||
render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->TexSamplerNearest;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -264,8 +258,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
// (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_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
@@ -278,8 +273,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -294,7 +289,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
// Bind DescriptorSet with font or user texture
|
||||
SDL_GPUTextureSamplerBinding texture_sampler_binding;
|
||||
texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
|
||||
texture_sampler_binding.sampler = bd->CurrentSampler;
|
||||
texture_sampler_binding.sampler = render_state.SamplerCurrent;
|
||||
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
|
||||
|
||||
// Draw
|
||||
@@ -313,8 +308,6 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
|
||||
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
|
||||
SDL_SetGPUScissor(render_pass, &scissor_rect);
|
||||
|
||||
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
||||
@@ -652,6 +645,9 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
||||
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
||||
|
||||
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -664,17 +660,15 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
|
||||
io.BackendRendererName = "imgui_impl_sdlgpu3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
IM_ASSERT(info->Device != nullptr);
|
||||
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
|
||||
|
||||
bd->InitInfo = *info;
|
||||
|
||||
ImGui_ImplSDLGPU3_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -685,11 +679,12 @@ void ImGui_ImplSDLGPU3_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -703,4 +698,76 @@ void ImGui_ImplSDLGPU3_NewFrame()
|
||||
ImGui_ImplSDLGPU3_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_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
|
||||
SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode);
|
||||
viewport->RendererUserData = (void*)1;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
|
||||
ImDrawData* draw_data = viewport->DrawData;
|
||||
|
||||
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
|
||||
|
||||
SDL_GPUTexture* swapchain_texture;
|
||||
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
|
||||
|
||||
if (swapchain_texture != nullptr)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
|
||||
SDL_GPUColorTargetInfo target_info = {};
|
||||
target_info.texture = swapchain_texture;
|
||||
target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
|
||||
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||
target_info.store_op = SDL_GPU_STOREOP_STORE;
|
||||
target_info.mip_level = 0;
|
||||
target_info.layer_or_depth_plane = 0;
|
||||
target_info.cycle = false;
|
||||
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
|
||||
SDL_EndGPURenderPass(render_pass);
|
||||
}
|
||||
|
||||
SDL_SubmitGPUCommandBuffer(command_buffer);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
if (viewport->RendererUserData)
|
||||
{
|
||||
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
|
||||
SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
|
||||
platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -57,6 +58,9 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||
struct ImGui_ImplSDLGPU3_RenderState
|
||||
{
|
||||
SDL_GPUDevice* Device;
|
||||
SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
|
||||
SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
|
||||
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -14,10 +14,10 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
|
||||
// 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.
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -26,8 +26,6 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
|
||||
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
|
||||
@@ -76,6 +74,41 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
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!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
|
||||
{
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
@@ -91,9 +124,6 @@ void ImGui_ImplSDLRenderer2_NewFrame()
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
{
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
@@ -156,7 +186,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
|
||||
// (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);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -264,44 +295,6 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
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!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
|
||||
// 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.
|
||||
|
||||
@@ -14,8 +14,10 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// 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.
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -24,8 +26,6 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
|
||||
@@ -61,9 +61,6 @@ struct ImGui_ImplSDLRenderer3_Data
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
ImVector<SDL_FColor> ColorBuffer;
|
||||
|
||||
// Render State
|
||||
SDL_ScaleMode CurrentScaleMode;
|
||||
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -75,6 +72,41 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
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!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
|
||||
{
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
@@ -108,11 +140,6 @@ static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_F
|
||||
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
|
||||
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
|
||||
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
@@ -179,7 +206,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
|
||||
// (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);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -205,7 +233,6 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
|
||||
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
@@ -284,46 +311,6 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
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!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest;
|
||||
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
@@ -14,8 +14,10 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// 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.
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -2,10 +2,11 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
@@ -78,19 +79,24 @@
|
||||
#endif
|
||||
|
||||
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
|
||||
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo
|
||||
{
|
||||
// For Main viewport only
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
|
||||
// For Main and Secondary viewports
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
ImVector<VkDynamicState> ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif
|
||||
|
||||
// For Secondary viewports only (created/managed by backend)
|
||||
VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
|
||||
};
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
@@ -110,20 +116,21 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
|
||||
uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
|
||||
uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool.
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkPipelineCache PipelineCache; // Optional
|
||||
|
||||
// Pipeline
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
|
||||
//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
|
||||
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
|
||||
//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
|
||||
//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
|
||||
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo.
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
|
||||
bool UseDynamicRendering;
|
||||
|
||||
// (Optional) Allocation, Debugging
|
||||
@@ -153,21 +160,18 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
|
||||
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
|
||||
#endif
|
||||
|
||||
// Optional: load Vulkan functions with a custom function loader
|
||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
|
||||
// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplVulkan_RenderState
|
||||
{
|
||||
@@ -208,6 +212,7 @@ IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysic
|
||||
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
|
||||
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
@@ -245,7 +250,6 @@ struct ImGui_ImplVulkanH_Window
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
@@ -258,7 +262,7 @@ struct ImGui_ImplVulkanH_Window
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
|
||||
// Parameters to create SwapChain
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this.
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
|
||||
// Parameters to create RenderPass
|
||||
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
|
||||
|
||||
@@ -20,7 +22,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
|
||||
// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257)
|
||||
// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281)
|
||||
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
|
||||
@@ -84,13 +85,11 @@ struct ImGui_ImplWGPU_Texture
|
||||
|
||||
struct RenderResources
|
||||
{
|
||||
WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
|
||||
WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
|
||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear)
|
||||
WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest)
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
WGPUSampler Sampler = nullptr; // Sampler for textures
|
||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
};
|
||||
|
||||
struct FrameResources
|
||||
@@ -117,7 +116,6 @@ struct ImGui_ImplWGPU_Data
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
|
||||
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
@@ -300,11 +298,9 @@ static void SafeRelease(WGPUShaderModule& res)
|
||||
}
|
||||
static void SafeRelease(RenderResources& res)
|
||||
{
|
||||
SafeRelease(res.SamplerLinear);
|
||||
SafeRelease(res.SamplerNearest);
|
||||
SafeRelease(res.Sampler);
|
||||
SafeRelease(res.Uniforms);
|
||||
SafeRelease(res.CommonBindGroupLinear);
|
||||
SafeRelease(res.CommonBindGroupNearest);
|
||||
SafeRelease(res.CommonBindGroup);
|
||||
SafeRelease(res.ImageBindGroupLayout);
|
||||
};
|
||||
|
||||
@@ -319,7 +315,6 @@ static void SafeRelease(FrameResources& res)
|
||||
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
IM_UNUSED(bd);
|
||||
|
||||
WGPUShaderSourceWGSL wgsl_desc = {};
|
||||
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
|
||||
@@ -328,31 +323,10 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
|
||||
WGPUShaderModuleDescriptor desc = {};
|
||||
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
|
||||
|
||||
// Detect shader compilation errors by using an error scope.
|
||||
// Flag to be passed into the validation callback `userdata1` pointer.
|
||||
int validation_error = 0;
|
||||
wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
|
||||
WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||
WGPUPopErrorScopeCallbackInfo pop_cb = {};
|
||||
pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
|
||||
pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
|
||||
{
|
||||
if (type == WGPUErrorType_Validation)
|
||||
*static_cast<int*>(userdata1) = 1;
|
||||
};
|
||||
pop_cb.userdata1 = &validation_error;
|
||||
wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
|
||||
|
||||
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||
if (module && !validation_error)
|
||||
{
|
||||
stage_desc.module = module;
|
||||
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
||||
}
|
||||
else if (module)
|
||||
{
|
||||
wgpuShaderModuleRelease(module);
|
||||
}
|
||||
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||
|
||||
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
||||
return stage_desc;
|
||||
}
|
||||
|
||||
@@ -446,19 +420,15 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
|
||||
|
||||
// Setup blend factor
|
||||
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
||||
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
||||
}
|
||||
|
||||
// Draw callbacks
|
||||
static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); }
|
||||
static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); }
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@@ -553,7 +523,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
ImGui_ImplWGPU_RenderState render_state;
|
||||
render_state.Device = bd->wgpuDevice;
|
||||
render_state.RenderPassEncoder = pass_encoder;
|
||||
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -569,7 +539,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
|
||||
// (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_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
@@ -580,11 +551,12 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
ImTextureID tex_id = pcmd->GetTexID();
|
||||
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
|
||||
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||
if (!bind_group && tex_id != 0)
|
||||
if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
|
||||
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
|
||||
if (bind_group)
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
||||
if (!bind_group)
|
||||
{
|
||||
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
||||
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
|
||||
}
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
||||
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
@@ -593,8 +565,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -616,7 +588,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
}
|
||||
image_bind_groups.Data.resize(0);
|
||||
|
||||
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
||||
@@ -844,35 +816,29 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create samplers (Linear/Nearest)
|
||||
// Create sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
sampler_desc.minFilter = WGPUFilterMode_Nearest;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Nearest;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
|
||||
bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
|
||||
// Create resource bind groups (one per sampler, otherwise identical)
|
||||
// Create resource bind group
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
||||
};
|
||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||
common_bg_descriptor.layout = bg_layouts[0];
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
common_bg_descriptor.entries = common_bg_entries;
|
||||
bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||
common_bg_entries[1].sampler = bd->renderResources.SamplerNearest;
|
||||
bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
@@ -924,11 +890,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState;
|
||||
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
|
||||
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
|
||||
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
@@ -937,7 +898,11 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.Sampler = nullptr;
|
||||
bd->renderResources.Uniforms = nullptr;
|
||||
bd->renderResources.CommonBindGroup = nullptr;
|
||||
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
|
||||
@@ -19,6 +19,8 @@
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -7,6 +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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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.
|
||||
@@ -21,15 +22,23 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-05-19: DPI: ImGui_ImplWin32_EnableDpiAwareness() helper uses SetProcessDpiAwarenessContext() instead of SetThreadDpiAwarenessContext(), fixes DPI scaling issues with e.g. OpenGL. (#9403)
|
||||
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2026-03-31: [Viewports] Fixed setting/getting size when viewports have OS decorations (e.g. io.ConfigViewportsNoDecoration = false) and process is running in Per-Monitor V2 DPI mode. (#8897)
|
||||
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
|
||||
// 2026-01-26: [Viewports] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669)
|
||||
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
|
||||
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
||||
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-06-02: [Viewports] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
|
||||
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
|
||||
// 2025-03-26: [Viewports] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-21: [Viewports] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2024-11-21: [Viewports] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
|
||||
// 2024-10-28: [Viewports] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
|
||||
// 2024-09-16: [Viewports] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
|
||||
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
|
||||
// 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).
|
||||
@@ -100,6 +109,7 @@
|
||||
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
typedef BOOL(WINAPI* PFN_AdjustWindowRectExForDpi)(LPRECT, DWORD, BOOL, DWORD, UINT);
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
@@ -112,6 +122,12 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
|
||||
static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
|
||||
static void ImGui_ImplWin32_UpdateMonitors();
|
||||
static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2();
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
@@ -122,6 +138,9 @@ struct ImGui_ImplWin32_Data
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
UINT32 KeyboardCodePage;
|
||||
bool WantUpdateMonitors;
|
||||
bool IsPerMonitorDpiAwareV2;
|
||||
PFN_AdjustWindowRectExForDpi AdjustWindowRectExForDpi;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bool HasGamepad;
|
||||
@@ -177,6 +196,9 @@ 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)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
@@ -184,10 +206,21 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
|
||||
// Update monitor a first time during init
|
||||
ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
// 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;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
|
||||
// Be aware that GetPropA()/SetPropA() may be accessed from other processes.
|
||||
// So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
|
||||
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
|
||||
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
|
||||
|
||||
if (HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll"))
|
||||
bd->AdjustWindowRectExForDpi = (PFN_AdjustWindowRectExForDpi)::GetProcAddress(user32_dll, "AdjustWindowRectExForDpi");
|
||||
bd->IsPerMonitorDpiAwareV2 = ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2();
|
||||
|
||||
// Dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@@ -231,6 +264,9 @@ void ImGui_ImplWin32_Shutdown()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
|
||||
ImGui_ImplWin32_ShutdownMultiViewportSupport();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (bd->XInputDLL)
|
||||
@@ -239,7 +275,7 @@ 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 | ImGuiBackendFlags_HasParentViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -312,32 +348,69 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
|
||||
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
|
||||
{
|
||||
// We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
|
||||
// When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
|
||||
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
|
||||
for (ImGuiViewport* viewport : platform_io.Viewports)
|
||||
if (viewport->PlatformHandle == hwnd)
|
||||
return viewport;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// 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(ImGuiIO& io, ImGuiPlatformIO& platform_io)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
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_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos 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_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
|
||||
mouse_viewport_id = viewport->ID;
|
||||
io.AddMouseViewportEvent(mouse_viewport_id);
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
@@ -399,25 +472,59 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
||||
#endif
|
||||
}
|
||||
|
||||
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;
|
||||
if (imgui_monitor.DpiScale <= 0.0f)
|
||||
return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
||||
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();
|
||||
ImGui::GetPlatformIO().Monitors.resize(0);
|
||||
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
|
||||
bd->WantUpdateMonitors = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// 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;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||
io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond);
|
||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMouseData(io);
|
||||
ImGui_ImplWin32_UpdateMouseData(io, platform_io);
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
|
||||
@@ -622,6 +729,10 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
|
||||
|
||||
#ifndef WM_DPICHANGED
|
||||
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
|
||||
#endif
|
||||
|
||||
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().
|
||||
@@ -656,8 +767,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
|
||||
::ScreenToClient(hwnd, &mouse_pos);
|
||||
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;
|
||||
@@ -827,6 +941,21 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
#endif
|
||||
return 0;
|
||||
case WM_DISPLAYCHANGE:
|
||||
bd->WantUpdateMonitors = true;
|
||||
return 0;
|
||||
case WM_SETTINGCHANGE:
|
||||
if (wParam == SPI_SETWORKAREA)
|
||||
bd->WantUpdateMonitors = true;
|
||||
return 0;
|
||||
case WM_DPICHANGED:
|
||||
{
|
||||
// FIXME-DPI: see SDL3's WM_GETDPISCALEDSIZE handler.
|
||||
const RECT* suggested_rect = (RECT*)lParam;
|
||||
if (io.ConfigDpiScaleViewports)
|
||||
::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);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -884,23 +1013,23 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
||||
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
|
||||
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
|
||||
#endif
|
||||
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||
typedef BOOL(WINAPI* PFN_SetProcessDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1703+ (Creators Update)
|
||||
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_GetThreadDpiAwarenessContext)(); // "
|
||||
typedef BOOL(WINAPI* PFN_AreDpiAwarenessContextsEqual)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT); // "
|
||||
|
||||
// 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
|
||||
if (PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContextFn = (PFN_SetProcessDpiAwarenessContext)::GetProcAddress(user32_dll, "SetProcessDpiAwarenessContext")) // Windows 10 v1703+
|
||||
{
|
||||
SetProcessDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||
return;
|
||||
}
|
||||
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) // Windows 10 v1607+
|
||||
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
||||
{
|
||||
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||
return;
|
||||
@@ -920,6 +1049,18 @@ void ImGui_ImplWin32_EnableDpiAwareness()
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2()
|
||||
{
|
||||
if (!_IsWindows10OrGreater())
|
||||
return false;
|
||||
static HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll");
|
||||
PFN_GetThreadDpiAwarenessContext GetThreadDpiAwarenessContextFn = (PFN_GetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "GetThreadDpiAwarenessContext");
|
||||
PFN_AreDpiAwarenessContextsEqual AreDpiAwarenessContextsEqualFn = (PFN_AreDpiAwarenessContextsEqual)::GetProcAddress(user32_dll, "AreDpiAwarenessContextsEqual");
|
||||
if (GetThreadDpiAwarenessContextFn && AreDpiAwarenessContextsEqualFn)
|
||||
return AreDpiAwarenessContextsEqualFn(GetThreadDpiAwarenessContextFn(), DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) != 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
#if defined(_MSC_VER) && !defined(NOGDI)
|
||||
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
|
||||
#endif
|
||||
@@ -937,7 +1078,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
{
|
||||
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
return (float)xdpi / 96.0f;
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
}
|
||||
#ifndef NOGDI
|
||||
@@ -947,7 +1088,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
::ReleaseDC(nullptr, dc);
|
||||
#endif
|
||||
return (float)xdpi / 96.0f;
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
|
||||
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
||||
@@ -996,6 +1137,398 @@ 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..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplWin32_ViewportData
|
||||
{
|
||||
HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
|
||||
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_GetHwndFromViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
if (viewport != nullptr)
|
||||
return (HWND)viewport->PlatformHandle;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_AdjustWindowRect(ImGuiViewport* viewport, RECT* rect, DWORD style, DWORD ex_style)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
if (bd->AdjustWindowRectExForDpi && bd->IsPerMonitorDpiAwareV2)
|
||||
{
|
||||
UINT dpi = (UINT)(viewport->DpiScale * 96.0f + 0.5f);
|
||||
if (dpi != 0 && bd->AdjustWindowRectExForDpi(rect, style, FALSE, ex_style, dpi))
|
||||
return;
|
||||
}
|
||||
::AdjustWindowRectEx(rect, style, FALSE, ex_style);
|
||||
}
|
||||
|
||||
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_GetHwndFromViewport(viewport->ParentViewport);
|
||||
|
||||
// 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) };
|
||||
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle);
|
||||
vd->Hwnd = ::CreateWindowExW(
|
||||
vd->DwExStyle, L"ImGui Platform", L"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;
|
||||
|
||||
// Secondary viewports store their imgui context
|
||||
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
// ShowParent() even with SW_SHOWNA also brings parent to front, which is not always desirable,
|
||||
// so we temporarily disable parenting. (#7354, #8669)
|
||||
bool avoid_bringing_parent_to_front = vd->HwndParent != NULL && (viewport->Flags & (ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoTaskBarIcon)) != 0;
|
||||
if (avoid_bringing_parent_to_front)
|
||||
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
|
||||
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
::ShowWindow(vd->Hwnd, SW_SHOWNA);
|
||||
else
|
||||
::ShowWindow(vd->Hwnd, SW_SHOW);
|
||||
|
||||
// Restore
|
||||
if (avoid_bringing_parent_to_front)
|
||||
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
|
||||
}
|
||||
|
||||
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_GetHwndFromViewport(viewport->ParentViewport);
|
||||
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) };
|
||||
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, 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_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
|
||||
vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
|
||||
}
|
||||
|
||||
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 };
|
||||
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
|
||||
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
|
||||
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, 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 };
|
||||
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
|
||||
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
|
||||
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, 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);
|
||||
|
||||
// Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick
|
||||
// which is to pass it directly to the DefWindowProcW() handler.
|
||||
// See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project
|
||||
//::SetWindowTextW(vd->Hwnd, title_w.Data);
|
||||
::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)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 ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
|
||||
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
|
||||
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
|
||||
}
|
||||
else
|
||||
{
|
||||
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
|
||||
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_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
|
||||
}
|
||||
|
||||
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); }
|
||||
|
||||
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Allow secondary viewport WndProc to be called regardless of current context
|
||||
ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
|
||||
if (ctx == NULL)
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(ctx);
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx);
|
||||
LRESULT result = 0;
|
||||
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
|
||||
result = 1;
|
||||
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
|
||||
{
|
||||
switch (msg)
|
||||
{
|
||||
case WM_CLOSE:
|
||||
viewport->PlatformRequestClose = true;
|
||||
return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves.
|
||||
case WM_MOVE:
|
||||
viewport->PlatformRequestMove = true;
|
||||
break;
|
||||
case WM_SIZE:
|
||||
viewport->PlatformRequestResize = true;
|
||||
break;
|
||||
case WM_MOUSEACTIVATE:
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
|
||||
result = 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)
|
||||
result = HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (result == 0)
|
||||
result = ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
return result;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
|
||||
{
|
||||
WNDCLASSEXW wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEXW);
|
||||
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 = L"ImGui Platform";
|
||||
wcex.hIconSm = nullptr;
|
||||
::RegisterClassExW(&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;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
|
||||
{
|
||||
::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
|
||||
@@ -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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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.
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
#version 450 core
|
||||
layout(location = 0) out vec4 fColor;
|
||||
|
||||
layout(set=0, binding=0) uniform texture2D _Texture;
|
||||
layout(set=1, binding=0) uniform sampler _Sampler;
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
layout(location = 0) in struct {
|
||||
vec4 Color;
|
||||
@@ -11,5 +10,5 @@ layout(location = 0) in struct {
|
||||
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
|
||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
||||
}
|
||||
|
||||
@@ -89,7 +89,6 @@ List of Renderer Backends:
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (ObjC or C++)
|
||||
imgui_impl_metal4.mm ; Metal 4 (ObjC or C++)
|
||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
|
||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
|
||||
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
|
||||
@@ -184,6 +183,7 @@ The Platform backends in impl_impl_XXX.cpp files contain many implementations.
|
||||
- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
|
||||
- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
|
||||
- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
|
||||
- `ImGuiBackendFlags_HasParentViewport` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
|
||||
|
||||
**In your `ImGui_ImplXXX_NewFrame()` function:**
|
||||
- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
|
||||
@@ -256,8 +256,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
|
||||
MyEngineSetupSenderState();
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
MyEngineSetupenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
|
||||
1079
docs/CHANGELOG.txt
1079
docs/CHANGELOG.txt
File diff suppressed because it is too large
Load Diff
@@ -164,10 +164,6 @@ SDL3 + DirectX11 examples, Windows only. <BR>
|
||||
SDL3 + Metal example, Mac only. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
|
||||
|
||||
[example_sdl3_metal4/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
|
||||
SDL3 + Metal4 example, Mac only. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal4.mm <BR>
|
||||
|
||||
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
|
||||
@@ -77,17 +77,6 @@ Some solutions:
|
||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||
|
||||
### (5) Reduce texture resizes/copy on startup
|
||||
|
||||
🆕 Since 1.92, the ImFontAtlas is initially created using a 512x128 texture, then grows as glyphs and fonts are used. Atlas growth leads to alloc+copy, and both the old and new sized textures are present in memory for a short time (typically one frame). If you use known fonts and want to reduce initial growth, you may set `TexMinWidth` and `TexMinHeight` during initializaton.
|
||||
|
||||
```cpp
|
||||
ImFontAtlas* atlas = io.Fonts;
|
||||
atlas->TexMinWidth = 1024;
|
||||
atlas->TexMinHeight = 1024;
|
||||
atlas->AddFont(...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
@@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
C++20 users wishing to use a module may use the [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||
C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||
|
||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||
|
||||
@@ -141,7 +141,7 @@ Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring
|
||||
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
|
||||
Officially maintained backends (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal 3/4, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
# Security Policy
|
||||
|
||||
Dear ImGui is primarily designed for developer tools and technical applications running trusted code and trusted data.
|
||||
|
||||
Given that the library was not designed as a hardened security boundary against hostile or intentionally malformed inputs:
|
||||
consider not using it in a context where a crash (through e.g. intentionally malformed inputs) could lead to privilege elevation.
|
||||
E.g. running in a privileged process and interacting with non-privileged clients feeding code or data to Dear ImGui.
|
||||
|
||||
Dear ImGui development efforts are focused on improving developer experience, usability, correctness, and robustness in real-world applications.
|
||||
We will do our best to reduce e.g. crashes caused by common programmer mistakes.
|
||||
|
||||
However, the project does not specifically focus on adversarial fuzzing scenarios, allocation-failure hardening, or highly artificial edge cases that are unlikely to occur in normal usage.
|
||||
|
||||
## Reporting a Vulnerability
|
||||
|
||||
Considering the above policy, most things may be reported in GitHub Issues.
|
||||
If you have a reason to disclose privately, please reach out to the contact address listed in README.
|
||||
@@ -2,14 +2,12 @@ dear imgui
|
||||
ISSUES & TODO LIST
|
||||
|
||||
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
||||
|
||||
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
|
||||
|
||||
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
|
||||
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
||||
|
||||
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc: add a proper documentation system (maybe relying on automation? #435)
|
||||
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
|
||||
@@ -31,9 +29,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
|
||||
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose various issues (#2424, #1463)
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- 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)
|
||||
|
||||
@@ -53,32 +51,38 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/ScalarN functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
||||
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
|
||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||
- input text: preserve scrolling when unfocused?
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: expose CursorPos in char filter event (#816)
|
||||
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
|
||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||
- input text: hover tooltip could show unclamped text
|
||||
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
|
||||
- input text: option to Tab after an Enter validation.
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: callback system (global) so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
||||
@@ -107,7 +111,11 @@ 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: deleted all other todo lines on 2023-06-28)
|
||||
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- separator: expose flags (#759)
|
||||
@@ -115,7 +123,35 @@ 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.
|
||||
@@ -133,19 +169,22 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
||||
- drag float: up/down axis
|
||||
- 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: 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)
|
||||
- listbox: unselect option (#1208)
|
||||
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||
|
||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||
- modals: make modal title bar blink when trying to click outside the modal.
|
||||
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. (#402)
|
||||
- modals: make modal title bar blink when trying to click outside the modal
|
||||
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
|
||||
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
@@ -187,7 +226,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- style: FramePadding could be different for up vs down (#584)
|
||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||
- style: gradients fill (#4722, #1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
|
||||
- log: improve logging of ArrowButton, ListBox, TabItem
|
||||
@@ -203,6 +242,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: focus drag target window on hold (even without open)
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
@@ -235,6 +275,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font/draw: need to be able to specify wrap start position.
|
||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
|
||||
@@ -260,11 +301,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
|
||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
! nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
@@ -272,6 +314,21 @@ 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 (see #8268)
|
||||
- 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.
|
||||
- viewport: could apply monitor boundaries to cliprect to coarse clip things out of monitor? (#8698)
|
||||
- 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)
|
||||
@@ -283,6 +340,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
|
||||
- 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)
|
||||
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
@@ -300,7 +358,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||
- backends: emscripten: dedicated backend? (#8178, #9120, eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- backends: emscripten: 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)
|
||||
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
plugins {
|
||||
alias(libs.plugins.android.application)
|
||||
alias(libs.plugins.kotlin.android)
|
||||
}
|
||||
|
||||
android {
|
||||
@@ -24,6 +25,9 @@ android {
|
||||
sourceCompatibility JavaVersion.VERSION_11
|
||||
targetCompatibility JavaVersion.VERSION_11
|
||||
}
|
||||
kotlinOptions {
|
||||
jvmTarget = '11'
|
||||
}
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
path file('../../CMakeLists.txt')
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[versions]
|
||||
agp = "9.2.0"
|
||||
kotlin = "2.3.21"
|
||||
agp = "8.12.0"
|
||||
kotlin = "2.0.21"
|
||||
|
||||
[plugins]
|
||||
android-application = { id = "com.android.application", version.ref = "agp" }
|
||||
|
||||
@@ -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 */,
|
||||
@@ -285,7 +298,7 @@
|
||||
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
5079822E257677DB0038A28D /* imgui_tables.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);
|
||||
|
||||
@@ -197,6 +207,13 @@
|
||||
// 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
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// FIXME: Multi-viewports is not yet functional in this example. May need backend rework/coordination.
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
@@ -47,11 +49,21 @@
|
||||
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();
|
||||
@@ -138,6 +150,13 @@
|
||||
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
||||
|
||||
@@ -44,6 +44,8 @@ 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();
|
||||
@@ -53,6 +55,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
@@ -164,6 +175,13 @@ 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];
|
||||
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -53,6 +53,10 @@ 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();
|
||||
@@ -62,6 +66,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -163,6 +176,17 @@ 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);
|
||||
}
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -41,26 +41,29 @@ int main(int, char**)
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Select GL version + let the backend select a GLSL version
|
||||
const char* glsl_version = nullptr;
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||
const char* glsl_version = "#version 100";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||
const char* glsl_version = "#version 300 es";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 + generally GLSL 150
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||
#else
|
||||
// GL 3.0 + generally GLSL 130
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
@@ -81,6 +84,10 @@ 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();
|
||||
@@ -90,6 +97,17 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
#if GLFW_VERSION_MAJOR >= 3 && GLFW_VERSION_MINOR >= 3
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
#endif
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -195,6 +213,17 @@ 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__
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -193,8 +193,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
@@ -390,6 +389,10 @@ 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();
|
||||
@@ -399,6 +402,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -513,17 +525,25 @@ 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
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for desktop with WGVK (MUCH EASIER)
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK dawn
|
||||
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
@@ -37,7 +37,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20) # Dawn requires C++20
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
@@ -146,28 +146,6 @@ else() # Native/Desktop build
|
||||
endif()
|
||||
|
||||
if(IMGUI_WGVK_DIR)
|
||||
find_package(Vulkan REQUIRED)
|
||||
set(WGVK_PLATFORM_LIBS)
|
||||
set(WGVK_PLATFORM_DEFS)
|
||||
if(WIN32)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
|
||||
elseif(APPLE)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
|
||||
elseif(UNIX)
|
||||
find_package(PkgConfig QUIET)
|
||||
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
|
||||
if(WAYLAND_CLIENT_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
|
||||
endif()
|
||||
find_package(X11 QUIET)
|
||||
if(X11_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
|
||||
endif()
|
||||
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
|
||||
endif()
|
||||
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
|
||||
endif()
|
||||
endif()
|
||||
|
||||
@@ -209,7 +187,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
if(IMGUI_WGVK_DIR)
|
||||
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||
|
||||
@@ -87,6 +87,7 @@ 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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -61,6 +61,7 @@ int main(int argc, char** argv)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
@@ -21,34 +21,33 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx11</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -29,27 +29,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -75,6 +75,10 @@ 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();
|
||||
@@ -84,6 +88,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForD3D(window);
|
||||
@@ -192,6 +205,13 @@ 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
|
||||
}
|
||||
@@ -239,6 +259,16 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -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 fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
@@ -170,6 +180,13 @@ 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];
|
||||
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -64,6 +64,10 @@ 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();
|
||||
@@ -73,6 +77,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -174,6 +187,19 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -39,28 +39,31 @@ int main(int, char**)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Select GL version + let the backend select a GLSL version
|
||||
const char* glsl_version = nullptr;
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||
const char* glsl_version = "#version 100";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||
const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 Core + generally GLSL 150
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
#else
|
||||
// GL 3.0 + generally GLSL 130
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
@@ -101,6 +104,10 @@ 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();
|
||||
@@ -110,6 +117,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -218,6 +234,19 @@ 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__
|
||||
|
||||
@@ -29,27 +29,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@@ -184,4 +184,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -66,6 +66,7 @@ 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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@@ -75,6 +76,8 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@@ -187,4 +187,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -184,8 +184,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
@@ -386,7 +385,7 @@ int main(int, char**)
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
@@ -396,6 +395,10 @@ 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();
|
||||
@@ -405,6 +408,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
@@ -475,7 +487,7 @@ int main(int, char**)
|
||||
|
||||
// Resize swap chain?
|
||||
int fb_width, fb_height;
|
||||
SDL_GetWindowSizeInPixels(window, &fb_width, &fb_height);
|
||||
SDL_GetWindowSize(window, &fb_width, &fb_height);
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
@@ -528,17 +540,25 @@ 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
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
|
||||
|
||||
# Building for desktop with WGVK (MUCH EASIER)
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK dawn
|
||||
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
@@ -37,7 +37,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 10) # Dawn requires C++20
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
@@ -141,28 +141,6 @@ else() # Native/Desktop build
|
||||
endif()
|
||||
|
||||
if(IMGUI_WGVK_DIR)
|
||||
find_package(Vulkan REQUIRED)
|
||||
set(WGVK_PLATFORM_LIBS)
|
||||
set(WGVK_PLATFORM_DEFS)
|
||||
if(WIN32)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
|
||||
elseif(APPLE)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
|
||||
elseif(UNIX)
|
||||
find_package(PkgConfig QUIET)
|
||||
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
|
||||
if(WAYLAND_CLIENT_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
|
||||
endif()
|
||||
find_package(X11 QUIET)
|
||||
if(X11_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
|
||||
endif()
|
||||
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
|
||||
endif()
|
||||
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
|
||||
endif()
|
||||
|
||||
endif()
|
||||
@@ -205,7 +183,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
if(IMGUI_WGVK_DIR)
|
||||
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||
|
||||
@@ -29,27 +29,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -66,6 +66,10 @@ 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();
|
||||
@@ -75,6 +79,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForD3D(window);
|
||||
@@ -186,6 +199,13 @@ 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
|
||||
}
|
||||
@@ -234,6 +254,16 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
#
|
||||
# You will need SDL3 (http://www.libsdl.org):
|
||||
# brew install sdl3
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl3_metal4
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal4.mm
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += `pkg-config --libs sdl3`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@@ -1,240 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL3 + Metal 4
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// (Metal 4 requires Apple Silicon and macOS 26+.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
#include "imgui_impl_metal4.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
#define FRAMES_IN_FLIGHT 3
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create SDL window graphics context
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal4 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
// Create Metal device _before_ creating the view/layer
|
||||
id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
|
||||
if (!metalDevice)
|
||||
{
|
||||
printf("Error: failed to create Metal device.\n");
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
SDL_MetalView view = SDL_Metal_CreateView(window);
|
||||
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
|
||||
layer.device = metalDevice;
|
||||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
|
||||
id<MTL4CommandQueue> commandQueue = [layer.device newMTL4CommandQueue];
|
||||
id<MTLSharedEvent> sharedEvent = [layer.device newSharedEvent];
|
||||
MTL4RenderPassDescriptor* renderPassDescriptor = [MTL4RenderPassDescriptor new];
|
||||
|
||||
[commandQueue addResidencySet:layer.residencySet];
|
||||
|
||||
id<MTL4CommandBuffer> commandBuffers[FRAMES_IN_FLIGHT];
|
||||
id<MTL4CommandAllocator> commandAllocators[FRAMES_IN_FLIGHT];
|
||||
for (int i = 0; i < FRAMES_IN_FLIGHT; i++)
|
||||
{
|
||||
commandAllocators[i] = [layer.device newCommandAllocator];
|
||||
commandBuffers[i] = [layer.device newCommandBuffer];
|
||||
}
|
||||
uint32_t frameIndex = 0;
|
||||
uint32_t frameInFlight = 0;
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplMetal4_Init(layer.device, commandQueue, FRAMES_IN_FLIGHT);
|
||||
ImGui_ImplSDL3_InitForMetal(window);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f };
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||
if (event.type == SDL_EVENT_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
int width, height;
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
uint64_t waitValue = (frameIndex >= FRAMES_IN_FLIGHT) ? (frameIndex - FRAMES_IN_FLIGHT + 1) : 0;
|
||||
[sharedEvent waitUntilSignaledValue:waitValue timeoutMS:1000];
|
||||
[commandAllocators[frameInFlight] reset];
|
||||
[commandBuffers[frameInFlight] beginCommandBufferWithAllocator:commandAllocators[frameInFlight]];
|
||||
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
id <MTL4RenderCommandEncoder> renderEncoder = [commandBuffers[frameInFlight] renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal4_NewFrame(renderPassDescriptor, frameInFlight);
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal4_RenderDrawData(draw_data, commandBuffers[frameInFlight], renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
[commandBuffers[frameInFlight] endCommandBuffer];
|
||||
|
||||
id<MTL4CommandBuffer> to_commit[] = { commandBuffers[frameInFlight] };
|
||||
|
||||
[commandQueue waitForDrawable:drawable];
|
||||
[commandQueue commit:to_commit count:1];
|
||||
|
||||
[commandQueue signalEvent:sharedEvent value:frameIndex + 1];
|
||||
[commandQueue signalDrawable:drawable];
|
||||
[drawable present];
|
||||
|
||||
frameIndex++;
|
||||
frameInFlight = (frameInFlight + 1) % FRAMES_IN_FLIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
|
||||
ImGui_ImplMetal4_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -33,28 +33,31 @@ int main(int, char**)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Select GL version + let the backend select a GLSL version
|
||||
const char* glsl_version = nullptr;
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||
const char* glsl_version = "#version 100";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||
const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 Core + generally GLSL 150
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
#else
|
||||
// GL 3.0 + generally GLSL 130
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
@@ -91,6 +94,10 @@ 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();
|
||||
@@ -100,6 +107,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
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);
|
||||
@@ -211,6 +227,19 @@ 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__
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@@ -186,4 +186,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -68,6 +68,8 @@ 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();
|
||||
@@ -77,6 +79,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLGPU(window);
|
||||
@@ -212,6 +223,13 @@ int main(int, char**)
|
||||
SDL_EndGPURenderPass(render_pass);
|
||||
}
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Submit the command buffer
|
||||
SDL_SubmitGPUCommandBuffer(command_buffer);
|
||||
}
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -56,6 +56,7 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@@ -65,6 +66,8 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
//io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
//io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -186,8 +186,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
@@ -383,7 +382,7 @@ int main(int, char**)
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
@@ -395,6 +394,10 @@ 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();
|
||||
@@ -404,6 +407,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForVulkan(window);
|
||||
@@ -477,7 +489,7 @@ int main(int, char**)
|
||||
|
||||
// Resize swap chain?
|
||||
int fb_width, fb_height;
|
||||
SDL_GetWindowSizeInPixels(window, &fb_width, &fb_height);
|
||||
SDL_GetWindowSize(window, &fb_width, &fb_height);
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
@@ -530,17 +542,25 @@ 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
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
# * build/example_sdl3_wgpu[.exe] or build/Debug/example_sdl3_wgpu[.exe]
|
||||
|
||||
# Building for desktop with WGVK (MUCH EASIER)
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK dawn
|
||||
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
@@ -37,7 +37,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20) # Dawn requires C++20
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
@@ -141,28 +141,6 @@ else() # Native/Desktop build
|
||||
endif()
|
||||
|
||||
if(IMGUI_WGVK_DIR)
|
||||
find_package(Vulkan REQUIRED)
|
||||
set(WGVK_PLATFORM_LIBS)
|
||||
set(WGVK_PLATFORM_DEFS)
|
||||
if(WIN32)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
|
||||
elseif(APPLE)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
|
||||
elseif(UNIX)
|
||||
find_package(PkgConfig QUIET)
|
||||
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
|
||||
if(WAYLAND_CLIENT_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
|
||||
endif()
|
||||
find_package(X11 QUIET)
|
||||
if(X11_FOUND)
|
||||
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
|
||||
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
|
||||
endif()
|
||||
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
|
||||
endif()
|
||||
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
|
||||
endif()
|
||||
endif()
|
||||
|
||||
@@ -204,7 +182,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
if(IMGUI_WGVK_DIR)
|
||||
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||
|
||||
@@ -155,7 +155,7 @@ int main(int, char**)
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
||||
ResizeSurface(width, height);
|
||||
|
||||
|
||||
@@ -28,27 +28,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -57,6 +57,10 @@ 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();
|
||||
@@ -66,6 +70,15 @@ int main(int, char**)
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
@@ -177,6 +190,13 @@ int main(int, char**)
|
||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
@@ -196,7 +216,6 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
@@ -225,6 +244,16 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user