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5500 Commits

Author SHA1 Message Date
ocornut
a959617d2e Backends: Vulkan: rewrite pColorAttachmentFormats deep-copy to avoid issues when calling multiple times. (#8282, #8110) 2025-09-04 18:14:59 +02:00
Ronan Cailleau
f937a32742 Backends: Vulkan: added ImGui_ImplVulkan_CreateMainPipeline() - amend for docking branch. (8110, 8111, 8053) 2025-09-04 18:06:46 +02:00
ocornut
fdcd351488 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-09-04 18:06:35 +02:00
ocornut
026d47cd35 Backends: Vulkan: store pColorAttachmentFormats deep-copy into an ImVector. (#8282, #8110) 2025-09-04 18:05:58 +02:00
ocornut
c63714822f Backends: Vulkan: reorder InitInfo fields. 2025-09-04 18:05:15 +02:00
ocornut
26aa81a8b1 Backends: Vulkan: misc amends (makes ImGui_ImplVulkan_MainPipelineCreateInfo::PipelineRenderingCreateInfo consistent with InitInfo). (#8110, #8111, #8053) 2025-09-04 18:05:15 +02:00
ocornut
1ecc34a0b1 Backends: Vulkan: misc amends (e.g. changelog, coding style). (8110, 8111, 8053)
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-09-04 18:04:20 +02:00
ocornut
ee03cef14f Backends: Vulkan: revert using a struct for ImGui_ImplVulkan_CreatePipeline() for now. (#8110, #8111, #8053) 2025-09-04 18:00:05 +02:00
Ronan Cailleau
e51d93e2f5 Backends: Vulkan: added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111, #8053)
- Added ImGui_ImplVulkan_CreateMainPipeline(...) to explicitly re-create the main window pipeline (when some of its properties are changed).
- Does not implicitly use ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo, but a function parameter.
- The main window pipeline is created only if possible during ImGui_ImplVulkan_Init(...) (if a render pass or rendering info are given), else it should be created with ImGui_ImplVulkan_ReCreateMainPipeline(...)
- ImGui_ImplVulkan_CreatePipeline now takes a struct rather than (too) many parameters (and returns the created pipeline).
2025-09-04 18:00:05 +02:00
ocornut
7d33524042 InputText: fixed an issue where using Escape with ImGuiInputTextFlags_EscapeClearsAll. (#8915, #8273)
Regression test: "widgets_inputtext_temp_buffer_2"
2025-09-04 13:16:05 +02:00
ocornut
605a751571 InputText, InputInt, InputFloat: fixed an issue where using Escape to revert would not write back the reverted value. (#8915, #8273)
Revealed by 00f12b9a0
Regression test: "widgets_inputtext_temp_buffer_2"
2025-09-04 13:16:04 +02:00
ocornut
b7cb3d93a4 Comments about using MSVC SAL for printf annotation. (#8871) 2025-09-03 19:39:55 +02:00
ocornut
20160ff1d5 Fonts: fixed merging a font and specifying a font target in DstFont that's not the last added font (regression in 1.92). (#8912) 2025-09-03 19:36:02 +02:00
ocornut
3766d40394 Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused window has the ImGuiWindowFlags_NoNavFocus flag. (#8914) 2025-09-03 17:50:10 +02:00
Ян Ли
0dd3c845eb Docs: add missing anchor in FAQ.md (#8913) 2025-09-03 09:17:23 +02:00
ocornut
740c566305 Merge branch 'master' into docking 2025-09-02 16:10:59 +02:00
ocornut
8dc457fda2 Internals: added indent, shallow tweaks + unused context pointer to InputTextCalcTextLenAndLineCount() to reduce noise in wip patch.
Visualize this commit with white-space changes disabled.
2025-09-02 15:39:22 +02:00
ocornut
0ef9610e70 InputText, stb_textedit: Revert special handling when pressing Down/PageDown on last line of a buffer without a trailing carriage return.
Revert fbf70070bb.
2025-09-02 15:39:14 +02:00
ocornut
5c92699f5f stb_textedit: trim trailing blanks for simplicity.
In theory your editorconfig has this disabled for this file but MSVC plugin doesn't seem to handle this properly.
2025-08-28 18:43:41 +02:00
ocornut
771fae623d ImRect: added AsVec4() helper. Using ImRect in InputTextEx(). 2025-08-27 21:43:25 +02:00
ocornut
6351f00ff1 Clipper, Tables: removed row_increase >= 0 assert. (#8886)
Seeing cases in my own tests that are not obvious so it seems like too much of a burden for the user to assert/crash, as the row count is not always useful anyhow.
2025-08-27 20:31:05 +02:00
ocornut
55cbc66508 InputText: allow passing an empty string with buf_size==0. (#8907) 2025-08-27 20:21:31 +02:00
ocornut
9f969944d5 stb_textedit: fixed misleading cursor-1 in STB_TEXTEDIT_K_LINESTART handlers. (#7925)
`state->cursor - 1` in STB_TEXTEDIT_K_LINESTART handlers was technically misleadingly not UTF-8 compliant but things would naturally work anyhow.
2025-08-27 19:22:48 +02:00
ocornut
4d216d4510 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
2025-08-27 18:57:56 +02:00
ocornut
aa2f40c3bb Clipper, Tables: added ImGuiListClipperFlags, ImGuiListClipperFlags_NoSetTableRowCounters. (#8886)
a0cdac48e0 revealed the issue but technically the core issue is that clipper assume 1 item = 1 table row.
2025-08-27 18:54:57 +02:00
Christian Fillion
a309d2dcac Fonts: fixed assertion failure when ImFontAtlasRectEntry::Generation overflows. (#8906) 2025-08-27 14:39:08 +02:00
ocornut
87c1ab7988 Windows: changed how g.CurrentItemFlags is modified before windows' CloseButton() submission to be less misleading. (#8903)
I don't think anyone would have `ImGuiItemFlags_NoFocus` set globally but technically it might.
2025-08-26 18:48:08 +02:00
ocornut
319c481abb AddFontDefault(): shallow simplification. 2025-08-26 17:57:51 +02:00
ocornut
229d56e37a Debug Tools: ID Stack Tool: when ### is used, uncontributing prefix before the ### is now skipped. (#8904, #4631) 2025-08-26 16:30:13 +02:00
ocornut
7d230594de Fixed ImHashSkipUncontributingPrefix() not looping in case of multiple ### elements. 2025-08-26 16:29:14 +02:00
ocornut
75a4a48d1f Internals: extracted ImHashSkipUncontributingPrefix() out of CreateNewWindowSettings() and added note about it. 2025-08-26 16:23:06 +02:00
ocornut
9e864012ae Debug Tools: ID Stack Tool: added option to hex-encode non-ASCII characters in output path. (#8904, #4631) 2025-08-26 15:58:59 +02:00
ocornut
783f1e62cc Debug Tools: ID Stack Tool: fixed using fixed-size buffers preventing long identifiers from being displayed in the tool. (#8905, #4631) 2025-08-26 15:36:56 +02:00
ocornut
e728b96600 Fixed Bullet() fixed tesselation amount which looked out of place in very large sizes. 2025-08-20 20:22:31 +02:00
ocornut
fe03035112 Docs: advertise ProggyVector font as an alternative. 2025-08-20 20:02:49 +02:00
ocornut
a28cb615ff Viewports, Docking: Fixed a bug where closing a viewport using OS facilities would erroneously close all windows located in the viewport. (#8887) 2025-08-20 19:09:45 +02:00
ocornut
515c0b526f Backends: SDL_GPU: typo + changelog. (#8892) 2025-08-20 18:53:25 +02:00
PTSVU
03e39ca7f5 Backends: SDL_GPU: add swapchain parameters to ImGui_ImplSDLGPU3_InitInfo. (#8892)
(docking branch commit)
2025-08-20 18:51:50 +02:00
PTSVU
7c6fa8f8f7 Backends: SDL_GPU: add swapchain parameters to ImGui_ImplSDLGPU3_InitInfo. (#8892)
(master branch commit, values are not used)
2025-08-20 18:43:04 +02:00
ocornut
4ebfe1cba5 Merge branch 'master' into docking 2025-08-20 18:28:39 +02:00
ocornut
42656b3aa1 Scrollbar, Style: added style.ScrollbarPadding, ImGuiStyleVar_ScrollbarPadding. (#8895) 2025-08-20 18:27:35 +02:00
ocornut
89b7fc906a DrawList: fixed CloneOutput() taking a copy of the ImDrawListSharedData pointer. Missing Changelog. (#8894, #1860) 2025-08-20 17:57:06 +02:00
ocornut
0c4f50090a DrawList: fixed CloneOutput() taking a copy of the ImDrawListSharedData pointer. (#8894, #1860)
Amend b82e99c032
2025-08-20 17:49:18 +02:00
ocornut
720e94f3da Rework FormatTextureIDForDebugDisplay() ImDrawCmd version as FormatTextureRefForDebugDisplay(). 2025-08-19 15:32:38 +02:00
ocornut
321e9eb919 Fixes for printing out ImTextureID value when it is typedef to other types. (#8889) 2025-08-19 15:32:12 +02:00
scribam
655601169b Examples: Android+OpenGL3: update Gradle project, amend. (#8888, #8878) 2025-08-19 15:20:53 +02:00
scribam
361e370fe0 Examples: Android+OpenGL3: update Gradle project (#8888, #8878) 2025-08-19 15:16:15 +02:00
ocornut
86ec5c8342 Version 1.92.3 WIP 2025-08-19 15:15:49 +02:00
ocornut
1f7f1f54af Revert IsItemHovered() change for TabId. (#8877, #8883)
Amend 774ddb5 for docking. Revert 5a6fa33.
2025-08-13 17:32:36 +02:00
ocornut
160e3683ab Merge branch 'master' into docking 2025-08-13 17:31:15 +02:00
ocornut
45acd5e0e8 Version 1.92.2b 2025-08-13 17:31:01 +02:00
ocornut
774ddb58bd Fixed IsItemHovered() failing on disabled items and items that have no identifier. Made holding on disabled items not leak IsItemDisabled() between disabled items when window has _NoMove. (#8877, #8883)
See amends to "widgets_status_common", "widgets_disabled_2" tests.
2025-08-13 17:08:04 +02:00
ocornut
4dee11a089 Make ImGuiInputSource int.
(primarily to avoid "result of comparison 'ImGuiInputSource' < 0 is always false" in GetInputSourceName().
2025-08-13 17:02:23 +02:00
omar
43e3ac0dc6 Docs: fixed unneeded usage of Build(). (#8883) 2025-08-13 15:17:53 +02:00
ocornut
02f654cbce Backends: Allegro5: fixed missing support for ImGuiKey_PrintScreen under Windows. 2025-08-12 20:02:08 +02:00
ocornut
e1baadba84 Backends: Allegro5: Fixed texture format setup. (#8770, #8465)
Amend/fix ee8941e.
2025-08-12 15:02:58 +02:00
ocornut
e2a662eed8 Backends: Allegro5: fixed use of obsolete IM_OFFSETOF(). 2025-08-12 11:41:11 +02:00
ocornut
e1a93805db Backends: Allegro5: Added ImGui_ImplAllegro5_SetDisplay(). 2025-08-12 11:33:10 +02:00
ocornut
af920e1e6f Version 1.92.3 WIP 2025-08-12 11:30:41 +02:00
Wouter Vermaelen
863e989c25 imgui_freetype.cpp: fix gcc -Wmissing-declarations (#8879) 2025-08-11 19:39:26 +02:00
ocornut
031a18c417 Merge branch 'master' into docking 2025-08-11 16:47:16 +02:00
ocornut
2b24f5fa71 Version 1.92.2 2025-08-11 16:47:06 +02:00
ocornut
e10300ed3c Docs: Special thanks. 2025-08-11 16:26:10 +02:00
ocornut
104f58fc48 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-08-11 15:44:21 +02:00
ocornut
5a6fa33b88 Fixed an inconsistency between IsItemHovered() and internal hovering check, where IsItemHovered() would return true if mouse was first clicked on the background of a non-moveable window. (#8877) 2025-08-11 15:41:38 +02:00
ocornut
8239a0e0c4 Nav, Tables: fix NavIsScrollPushableX logic clamping value stored in NavApplyItemToResult(), which would break scrolling. (#8816, #2221)
Amend 47c4148.
2025-08-11 15:17:02 +02:00
ocornut
50115596dc Demo: About Box: include IMGUI_ENABLE_TEST_ENGINE in Config/Build info. 2025-08-11 12:29:13 +02:00
ocornut
1c57dc21c2 Misc: fixes zealous MSVC static analyzer warnings + make GetInputSourceName(), GetMouseSourceName() a little more tolerant. (#8876) 2025-08-11 11:04:13 +02:00
ocornut
47c41483bd Tables, Nav: fixed navigation within scrolling tables when item boundaries goes beyond columns limits. (#8816, #2221)
Amend 00d3f9295e.
2025-08-11 10:49:20 +02:00
Ian
ea075ed973 ImVector: skip memcpy in operator= if Data isn't initialized to play nice with -fsanitize=undefined. (#8874) 2025-08-11 09:53:01 +02:00
ocornut
b431114194 Viewports: added io.ConfigViewportPlatformFocusSetsImGuiFocus. (#6299, #6462)
Amend dcb6335bf, 63370be0e, dcb6335 etc.
2025-08-08 17:37:17 +02:00
ocornut
cbf9e3f554 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
#	imgui.cpp
2025-08-08 15:51:56 +02:00
ocornut
b6614f6c7c Backends: SDL_GPU3: removed ImGui_ImplSDLGPU3_Texture struct extraneous indirection now that we only need to store SDL_GPUTexture*. (#8866, #8163, #7998, #7988, #8465) 2025-08-08 15:51:17 +02:00
ocornut
9ee3d731b5 Backends: SDL_GPU3: changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*. Added ImGui_ImplSDLGPU3_RenderState. (#8866, #8163, #7998, #7988) 2025-08-08 15:51:16 +02:00
LEE KYOUNGHEON
e7d0ad092c Removed static inline usages from free functions. (#8867, #8813)
For C++20 module compatibility. See https://github.com/stripe2933/imgui-module/
2025-08-07 17:01:23 +02:00
ocornut
412daf7362 Tabs: attempt to fix infinite loop in tab-bar ShrinkWidth() by using an epsilon. (#5652, #3421, #8800) 2025-08-07 16:41:21 +02:00
ocornut
c22af8c346 Fonts: fixes comment (amend d8da97f7). 2025-08-07 16:19:07 +02:00
ocornut
1bf41a0762 Fonts, Tables: fixed PushFont() having no effect when called after submitting a hidden column. (#8865)
Amend 0e769c5
2025-08-07 16:16:12 +02:00
ocornut
284283615b InputText: minor tweak to an expression.
Primarily to make PVS Studio static analysis go silent but it is a perfectly valid suggestion.
2025-08-06 10:48:01 +09:00
Adem Budak
d163e20f63 Examples: Win32+OpenGL3: Replace legacy 'GL/GL.h' with 'GL/gl.h' (#8861) 2025-08-06 10:43:57 +09:00
Christian Fillion
f7eae45ae9 Fonts: show ImFontConfig::FontNo in DebugNodeFont(). (#8863)
Thanks!
2025-08-06 10:42:34 +09:00
Elliot Prior
ff2dfc8422 Fonts: fixed a crash when modifying different texture format with a legacy backend. (#8824) 2025-08-04 18:39:30 +09:00
ocornut
7e701c18c8 Fonts: fixed an issue when a font using MergeMode has a reference size specified but the target font doesn't. 2025-08-04 18:21:38 +09:00
Michael Böhme
90025a62c7 Backends: Vulkan: Avoid calling vkCmdBindDescriptorSets() when texture has not changed. (#8666) 2025-08-04 18:10:00 +09:00
ocornut
902b8cc39a Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_VSYNC present mode. (#8830) 2025-08-04 15:30:25 +09:00
o:tone
70cfc02811 Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead of SDL_AcquireGPUSwapchainTexture(). (#8830) 2025-08-04 15:28:38 +09:00
ocornut
250bd66b76 Tabs: fixed ImGuiTabBarFlags_FittingPolicyScroll not triggering (regression in 3ef6c84). (#3421, #8800) 2025-08-04 15:19:16 +09:00
ocornut
c14d83d4e0 Tabs: made scrolling buttons never keyboard/gamepad navigation candidates. 2025-08-04 15:12:23 +09:00
ocornut
7d5fef8642 Nav: fixed a bug where GamepadMenu couldn't toggle between main and menu layer while navigating a Modal window. (#8834)
Amend 901d432cb but for Gamepad.
2025-08-04 15:06:14 +09:00
Christian Fillion
22fe9fce4c Textures: fixed assertion in DebugNodeTexture() when ImTextureID_Invalid is non-zero. (#8860, #8745)
ImFontAtlas's constructor resets ImTextureRef::_TexID to 0 instead of ImTextureID_Invalid.
Amend bc051dc
2025-08-04 14:10:20 +09:00
ocornut
eda70b4e1a Tabs: docking nodes use ImGuiTabBarFlags_FittingPolicyMixed. (explicit default, solely for discoverability). (#3421, #8800) 2025-07-31 23:45:58 +09:00
ocornut
23c9362550 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-07-31 23:44:44 +09:00
ocornut
320c94bfaa Tabs: when scrolling is enabled, track selected tabs when resizing down parent container. (#3421, #8800) 2025-07-31 23:42:30 +09:00
ocornut
3ef6c8410a Tabs: added new fitting policy ImGuiTabBarFlags_FittingPolicyMixed, new default. (#3421, #8800) 2025-07-31 23:42:25 +09:00
ocornut
cc1fbcc9a9 Fonts: undo change done in b884533 since 19d1ad0 made them unnecessary. (#8794, #8850) 2025-07-31 23:04:35 +09:00
ocornut
78d11cd781 Tabs: (Breaking) renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. (#261, #351)
Amend 54a60aaa40
2025-07-31 22:58:01 +09:00
ocornut
7278cda039 Tabs: added TabMinWidthBase, ImGuiStyleVar_TabMinWidthBase. 2025-07-31 22:57:11 +09:00
ocornut
7bb9db501c Tabs: fixed 046a8ea (commited a modified file). 2025-07-31 22:05:19 +09:00
ocornut
046a8eae0f Tabs: fixed tab bar underline not drawing below scroll buttons. (#6820, #4859, #5022, #5239)
Fix ef8ff1b5d8 which accidentally meant we are using BarRect after it may have been modified by TabBarScrollingButtons().
2025-07-31 22:04:01 +09:00
ocornut
a0cdac48e0 Tables: fixed TableGetHoveredRow() (#7350, #6588, #6250) + TableGetRowIndex() which never correctly worked when using a clipper.
Amend e09454aec. Can't understand the comment nor why code was commented. Code looks alright. Compared TableEndRow() between 1.80 and current as well.
2025-07-31 13:21:26 +09:00
ocornut
2ab3946ecb Windows: add StopMouseMovingWindow(), partial merge 80d78fa from docking. 2025-07-30 18:46:49 +09:00
ocornut
63f00dae6b Windows, Viewports: clear ImGuiViewportFlags_NoInputs consistently with how it is set. 2025-07-30 18:42:49 +09:00
ocornut
80d78fad7c Windows, Viewport: fixed an issue where interrupting a viewport move with e.g. a ClearActiveID() call would leave the dragged viewport with the ImGuiViewportFlags_NoInputs flag.
Amend 6b7766817, 36055213c5, #5324.
Next would be good to amend the ImGuiViewportFlags_NoInputs clear to match the set logic.
2025-07-30 18:41:36 +09:00
ocornut
34debc733f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.h
2025-07-27 20:35:25 +09:00
ocornut
87d7f7744e Fonts: (Internal) Added undocumented ImFontBaked::LoadNoRenderOnLayout. (#8758, #8465)
Amend fd75bdccb0.
2025-07-27 20:33:57 +09:00
ocornut
10dc1882c8 Fonts: (Internal) rename ImFontBaked::LockLoadingFallback to ImFontBaked::LoadNoFallback. 2025-07-27 20:31:37 +09:00
ocornut
c6c0c3be08 Docs: amend 1.92.0 logs on the fact that font->CalcTextSizeA() used to be thread-safe. 2025-07-27 20:15:21 +09:00
ocornut
da6c97203e Fixed comments for io.KeyCtrl / io.KeySuper to match the one for ImGuiMod_Ctrl, ImGuiMod_Super. (#8839) 2025-07-27 19:37:30 +09:00
Miolith
853a46e021 Backends: Vulkan: fixed texture update corruption introduced in 1.92.0. (#8801, #8755, #8840, #8465)
Fix abe294bfd0
2025-07-27 19:33:30 +09:00
Ori Avtalion
075ad676aa Demo: Fix '= =' typo in text (#8836) 2025-07-25 17:36:23 +09:00
ocornut
19d1ad04f4 Fonts: stop using stb_truetype.h implementation functions. Fix using IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION. (#8794) 2025-07-23 16:42:00 +09:00
ocornut
b884533957 Document/workaround an issue using IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION since 1.92.0. (#8794) 2025-07-23 16:30:30 +09:00
ocornut
174f37bdaf Fixed building with IMGUI_DISABLE_DEBUG_TOOLS only. (#8796) 2025-07-23 16:17:35 +09:00
ocornut
4f00774006 Examples: SDL3+Metal: Amend example. (#8827, #8825)
Amend 8403c49
2025-07-23 16:11:47 +09:00
Shi Yan
8403c49484 Examples: SDL3+Metal: Added example. (#8827, #8825) 2025-07-23 15:58:13 +09:00
ocornut
15e3bfac9d Docking: reworked DockNodeUpdateTabBar() loop to remove identation. 2025-07-23 15:28:43 +09:00
ocornut
6cecd1a15b Docking: remove seemingly untaken path. (#8826)
(stay tuned..).
2025-07-23 15:24:34 +09:00
ocornut
08620b7ceb Fixed merge issues (harmless). Amend fe1cee0. (#8786) 2025-07-23 11:30:32 +09:00
ocornut
fe1cee0837 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2025-07-22 18:38:50 +09:00
ocornut
06ab541e2f CI: Adjust policies to more frequently build Win64 SDL3+SDL_Renderer, SDL3+SDL_GPU, and tweak others. 2025-07-22 17:01:26 +09:00
scribam
7babc24ad4 CI: Add SDL3 builds to MacOS and Windows. (#8819, #8778) 2025-07-22 16:52:20 +09:00
scribam
c96e9c8273 CI: Update Windows CI to use a more recent SDL2. (#8819, #8778) 2025-07-22 16:51:20 +09:00
Tim-Rex
4a51295c9e Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown(). (#8792)
Include update of imgui_impl_opengl3_loader.h as submitted to gl3w_stripped repository, which adds imgl3wShutdown().
2025-07-22 16:46:35 +09:00
gomkyung2
9c392896b7 Misc: removed more redundant inline static linkage from imgui_internal.h. (#8813, #8682, #8358) 2025-07-22 16:31:10 +09:00
ocornut
ea613e181c Windows: fixed an issue where resizable child windows would emit border logic when hidden/non-visible. (#8815)
This makes more sense in docking branch but may be merged in master right away.
2025-07-22 16:22:53 +09:00
ocornut
ed5bd1f9ef Changed ImTextCharToUtf8() to return bytes count rather than original pointer. (#8820)
Amend c2bf4abfa1
2025-07-22 14:17:11 +09:00
Rhys Pounder
3401dbde92 Docs: Fixed typo. (#8817) 2025-07-21 15:42:16 +09:00
ocornut
c9e0208de4 Textures: moved UpdateTexturesNewFrame(), UpdateTexturesEndFrame() to a more suitable location in the file. 2025-07-21 15:35:53 +09:00
ocornut
57a816ae60 Texutres: minor comments, tweaks. 2025-07-21 15:27:17 +09:00
ocornut
643f0e3abf Backends: OpenGL3: restore update path on non-WebGL non-ES targets that doesn't require a CPU copy. (#8802, #8465)
Amend/fix dbb91a5
2025-07-15 14:34:40 +02:00
ocornut
8744d10235 Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802) 2025-07-15 14:30:50 +02:00
ocornut
336d9212fc Backends: using range-for to iterate draw_data->CmdLists[]. 2025-07-11 17:41:52 +02:00
ocornut
79d88e2d0b Error Handling, Tables: TableGetSortSpecs() silently return NULL when no table (matching most other table getters). TableSetBgColor() uses IM_ASSERT_USER_ERROR. 2025-07-11 16:57:43 +02:00
ocornut
a0d3e405a3 Textures: ImTextureData::Create() sets status. RegisterUserTexture() increases RefCount. Added comments about ImTextureData::GetTexRef(). (#8789) 2025-07-11 16:49:28 +02:00
ocornut
0e6e876f23 Docs: update docs/comments about ImTextureRef, ImTextureID. (#8783) 2025-07-10 19:07:28 +02:00
ocornut
c680f54e6c FIxed IsWindowFocused() using wrong flag types (harmless as values were identical). (#8786) 2025-07-10 18:42:39 +02:00
ocornut
4d745bc602 Version 1.92.2 WIP 2025-07-10 18:41:05 +02:00
ocornut
44aa9a4b3a Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2025-07-09 18:55:12 +02:00
ocornut
5d4126876b Version 1.92.1 2025-07-09 18:53:58 +02:00
ocornut
0ba02a4ed6 Debug Tools: added IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS. (#8651, #7961, #7669) 2025-07-09 18:45:58 +02:00
ocornut
f39b138487 Internals: rename DebugDrawIdConflicts -> DebugDrawIdConflictsId. 2025-07-09 18:24:14 +02:00
ocornut
d9b758661f Misc comments to facilitate update for people who nilly-willy copied entire chunks of internal widgets to create their own. 2025-07-09 16:30:53 +02:00
ocornut
c99ac2451f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_vulkan.cpp
2025-07-08 17:25:22 +02:00
Pascal Thomet
ed7d965818 Examples: GLFW+OpenGL3, GLFW+WGPU: Emscripten Makefiles uses port contrib.glfw3 (#8742)
This unofficial port offers a better support for HighDPI.
See
- https://emscripten.org/docs/compiling/Contrib-Ports.html
- https://github.com/pongasoft/emscripten-glfw
2025-07-08 15:57:22 +02:00
Pascal Thomet
18dca11dd0 Backends: GLFW, SDL2: ImplXXX_GetContentScaleXXX() helpers return 1.0f on emscripten / apple / android (#8742, #8733)
We can divide platforms into two cases based on how they report screen geometry:
- Case 1: Platforms which report screen size in "physical pixels": Windows (for "Dpi aware" apps), Linux (with Wayland)
- Case 2: Platforms which report screen size in "density-independent pixels": macOS, iOS, Android, emscripten

As a consequence, there are two important things we need to know:
- FramebufferScale: The scaling factor FrameBufferSize / ScreenSize
  - In case 1, the framebuffer size is equal to the screen size and DisplayFramebufferScale=1.
  - In case 2, the framebuffer size is equal to the screen size multiplied by a factor, for example DisplayFramebufferScale=2.
- ContentScale The scaling factor for the content that we will display
  - In case 1, the content scale will often need to be > 1 (e.g., 2), because we will need to display bigger elements so that they show with a correct physical size on the screen.
  - In case 2, the content scale is equal to 1
This commit fixes ContentScale for platforms in case 2.
2025-07-08 15:53:42 +02:00
ocornut
ee8fd5325a Backends: OSX: Fixed multi-viewport handling broken in 1.92.0. (#8644, #8777) 2025-07-08 13:38:37 +02:00
ocornut
7c51c0e3de Docs: misc update. (#8727, #8764) 2025-07-08 11:59:32 +02:00
ocornut
c0d02e5ae4 Backends: Vulkan: forgot to update Changelog. (#8772) 2025-07-07 17:02:07 +02:00
Moses Miller
032e1397d9 Backends: Vulkan: use separate barrier for buffer. (#8772) 2025-07-07 16:58:42 +02:00
Moses Miller
c2d9b07533 Backends: Vulkan: fixed texture synchronization. (#8772) 2025-07-07 16:58:41 +02:00
ocornut
4ef1145241 Fonts: fixed dynamically changing font loader from losing Fallback and Ellipsis glyphs. (#8763)
Only the call to ImFontAtlasBuildSetupFontLoader() is the notable change. The change in ImFontAtlasFontInitOutput() is merely to use an existing helper function.
2025-07-07 16:54:08 +02:00
ocornut
57a93e1a19 Backends: Allegro5: fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. (#8770) 2025-07-07 15:36:24 +02:00
ocornut
94c888ebda Docs: update 1.92.0 changelogs to cover more internal fields. (#8764) 2025-07-07 15:27:47 +02:00
ocornut
495d6f1e39 Undef 'Status' in main header file. (#8751, #8765) 2025-07-07 14:56:50 +02:00
ocornut
68971223aa CI: Fix/amend be63037. 2025-07-07 10:42:45 +02:00
ocornut
4441aa8b60 CI: Fix/amend be63037. 2025-07-07 10:41:01 +02:00
ocornut
497ebec01d CI: Fix/amend be63037. 2025-07-07 10:36:49 +02:00
ocornut
be63037654 CI: Updated to use latest Windows image + VS2022.
(Untested)
2025-07-07 10:34:59 +02:00
Matthew Pohlmann
0448428322 Fonts: Change ImFontConfig::FontNo back to int from S8 (#8775)
When used with FreeType this value is passed as `face_index` which needs to be 32-bits.

# Conflicts:
#	docs/CHANGELOG.txt
2025-07-05 19:25:45 +02:00
ocornut
92e2df5978 Merge branch 'master' into docking 2025-06-30 21:18:46 +02:00
ocornut
fd75bdccb0 Fonts: for large size fonts, layout/size calculation only load glyphs metrics. Actual glyphs are renderer+packed when used by drawing functions. (#8758, #8465)
(Breaking) breaks signature of ImFontLoader::FontBakedLoadGlyph, sorry.
2025-06-30 21:16:20 +02:00
ocornut
51b3495ad8 Fonts: set a maximum font size of 512.0f at ImGui:: API level to reduce edge cases. 2025-06-30 21:04:55 +02:00
ocornut
b7e5d76c79 Fonts: added ImFontAtlas::SetFontLoader() to dynamically change font loader at runtime without using internal API. (#8752, #8465) 2025-06-30 20:01:02 +02:00
Aidan Sun
8ccfdf7ba0 CI: Fixed dllimport/dllexport tests. (#8757) 2025-06-30 18:48:28 +02:00
ocornut
8c61ee5498 Tables: fixed comments about DisableDefaultContextMenu. (#8746) 2025-06-29 18:05:28 +02:00
ocornut
d99ab9f903 Backends: SDL2: undef Status for X11. (#8751) 2025-06-28 17:15:18 +02:00
ocornut
de7625b8c2 Docs: tweak/fixed comments. (#8750, #8749) 2025-06-28 17:12:05 +02:00
ocornut
bc051dcf91 Textures: Fixed support for #define ImTextureID_Invalid to non-zero value. 2025-06-27 17:03:13 +02:00
ocornut
3ec62dfeff Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.h
2025-06-27 16:59:03 +02:00
ocornut
0fe5166531 Demo: amend "Font Size" demo. (#8738) 2025-06-27 16:54:31 +02:00
Demonese
9fbe560218 Demo: Added "Widgets/Text/Different Size Text" section to show font system changes in v1.92. (#8738) 2025-06-27 16:54:31 +02:00
morrazzzz
fff47f1119 Backends: SDL3: avoid calling SDL_StartTextInput() again if already active. (#8727) 2025-06-27 16:35:59 +02:00
Thomas Quante
8e3aac5744 Backends: Vulkan: use nonCoherentAtomSize to align upload_size, fixing validation error on some setups. (#8743, #8744) 2025-06-27 16:32:17 +02:00
ocornut
68046106dd Docs: update Backends with basic Platform backend instructions. 2025-06-27 15:32:19 +02:00
ocornut
47570d045d Docs: update Backends with direction for implementing RenderDrawData function and supporting ImGuiBackendFlags_RendererHasTextures. (#8735, #8465) 2025-06-27 15:03:10 +02:00
omar
ec13fa436b Docs: tidying up Backends.md, add index, prepare for adding more docs. 2025-06-27 13:59:51 +02:00
Christian Fillion
22ad62c90c Backends: OSX: added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. (#8739)
Yet another undocumented standard cursor.
Amend 8a35386.
2025-06-27 13:35:03 +02:00
ocornut
f18aea5246 Version 1.92.1 WIP 2025-06-27 13:30:45 +02:00
Ves Georgiev
5ee9c2ad1f Demo: Fixed font scaling warning if ImGuiBackendFlags_RendererHasTextures is set (#8736) 2025-06-27 01:06:42 +02:00
Stanislav Vasilev
3f0699cf02 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734) 2025-06-26 20:31:46 +02:00
Aidan Sun
4f4bc7cc8f Replace IMGUI_API with inline for PushTextureID() and PopTextureID() (#8729) 2025-06-26 09:46:54 +02:00
ocornut
85b2fe8486 Docs: update binaries. 2025-06-25 18:46:41 +02:00
ocornut
adfa5364cd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
#	imgui.cpp
2025-06-25 18:27:19 +02:00
ocornut
673eb7de96 Version 1.92.0 2025-06-25 18:19:56 +02:00
ocornut
da3c86925a Demo: added TextLinkOpenURL() call in Widgets section. 2025-06-25 18:19:56 +02:00
ocornut
2819ab32f8 Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150) 2025-06-25 16:39:23 +02:00
ocornut
6f21bed66d Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency. 2025-06-25 16:23:06 +02:00
ocornut
719a3fe98e Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548) 2025-06-25 16:06:18 +02:00
ocornut
5bc70c68e2 Fonts: fix PushFont(NULL) to work as advertised.
Didn't properly finish ca72eb0.
2025-06-25 15:55:25 +02:00
ocornut
dcf14505e2 Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703) 2025-06-25 15:48:56 +02:00
ocornut
d8c6953710 Fonts: comments. 2025-06-25 12:10:13 +02:00
ocornut
e4bba0b53c Merge branch 'master' into docking 2025-06-24 19:10:26 +02:00
ocornut
89b5a2c3d5 (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize. 2025-06-24 19:10:10 +02:00
ocornut
97e0d59619 (Breaking) Fonts: removed PushFontSize(), PopFontSize(). 2025-06-24 19:09:51 +02:00
ocornut
ca72eb0596 (Breaking) Fonts: obsolete PushFont() default parameter. 2025-06-24 19:09:28 +02:00
Geert Bleyen
04a5b9c2cf Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726)
SDL_VIDEO_DRIVER_COCOA does not exist on SDL3.
2025-06-24 18:14:39 +02:00
ocornut
776897d3c9 Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465)
Amend 608dd96
2025-06-24 15:24:09 +02:00
ocornut
7cd567202e Merge branch 'master' into docking 2025-06-24 15:17:29 +02:00
ocornut
0218ddd575 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section. 2025-06-24 15:00:42 +02:00
ocornut
6722d789e9 (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". 2025-06-24 14:44:38 +02:00
ocornut
6e846c56b4 Demo: fixed ID conflicts. (#8723) 2025-06-24 12:25:04 +02:00
ocornut
608dd96de6 Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465) 2025-06-24 12:21:07 +02:00
ocornut
a49ddaac89 Fonts: add comments and examples for GlyphExcludeRanges[]. 2025-06-24 11:06:41 +02:00
ocornut
613a6a964c Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it. 2025-06-24 10:27:24 +02:00
ocornut
0dc2885f3e InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242)
Ill defined feature but memory editor use InsertChars etc on a read-only buffer.
`if (init_state)` block of InputTextEx() intentionally does not resize TextA, as unneeded.
Amend b2c73596ae
Amend e900571
2025-06-22 13:04:51 +02:00
ocornut
efe2b21a5f Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports. 2025-06-21 20:10:18 +02:00
ocornut
e132b444a9 Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069)
Amend 2a8c75f
2025-06-21 20:04:42 +02:00
ocornut
4fde473f38 Backends: warning fixes (for docking branch). 2025-06-20 15:24:52 +02:00
ocornut
afe20dc9b6 Backends: warning fix. 2025-06-20 15:23:52 +02:00
ocornut
b580c11303 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
2025-06-20 15:19:36 +02:00
ocornut
e97e55adbc Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends.
dx12: 'ImGui_ImplDX12_Data* bd' shadowed local in spite of being in lambda.
2025-06-20 15:18:00 +02:00
ocornut
2f9c518ca8 Textures: ImTextureData::GetPixels() returns void* for clarity. 2025-06-20 15:17:13 +02:00
ocornut
9a50c09172 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master.
Amend 9da3e6696a, 8269924c (was broken for master)
2025-06-20 14:38:33 +02:00
ocornut
3a964d18e0 Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values. 2025-06-20 10:11:07 +02:00
ocornut
8d6e66d38c Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false. 2025-06-20 09:49:53 +02:00
ocornut
f7dabede8b Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d. 2025-06-20 09:49:53 +02:00
PlayDay
725d185a31 Backends: DirectX12: fixed build on MinGW. (#8702, #4594) 2025-06-19 20:10:39 +02:00
ocornut
2a8c75f3e6 Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069) 2025-06-18 17:01:49 +02:00
ocornut
c2c38beec8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
2025-06-18 16:55:20 +02:00
ocornut
f633a60581 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) 2025-06-18 16:46:37 +02:00
ocornut
d290e583c5 Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069)
This makes the backend closer to support multi-context.
2025-06-18 16:39:57 +02:00
ocornut
c56e8b4964 imgui_freetype: fixed NULL that creeped in instead of nullptr. 2025-06-18 15:31:00 +02:00
ocornut
344d5ff4b7 Merge branch 'master' into docking 2025-06-17 20:15:12 +02:00
ocornut
b2c73596ae InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689) 2025-06-17 20:11:22 +02:00
ocornut
12626b85c4 InputText: minor changes to match for both insert chars paths to look more similar. 2025-06-17 19:24:45 +02:00
ocornut
08bb348142 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) 2025-06-17 17:09:26 +02:00
ocornut
041abe8522 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]"
This reverts commit 39a90ac4d6.
2025-06-17 14:57:39 +02:00
ocornut
39a90ac4d6 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl] 2025-06-17 14:52:34 +02:00
ocornut
f2e4e80391 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690)
+ removed obsolete TODO entries.
2025-06-17 14:01:01 +02:00
ocornut
fe048efeab DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694)
This also needs 24f7328.
2025-06-17 12:06:14 +02:00
ocornut
24f7328e5f DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465)
ImFontAtlasUpdateDrawListsSharedData() call from ImFontAtlasTextureRepack() would trigger this.
For simplicity we also track current atlas in ImDrawListSharedData, but we could probably use Font->ContainerAtlas.
2025-06-17 12:06:05 +02:00
Pascal Thomet
842837e35b imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696) 2025-06-16 18:36:33 +02:00
Shawn Hatori
6b3cbb10a2 Backends: Vulkan: correct minimum pool size assertion (#8691) 2025-06-16 11:59:26 +02:00
ocornut
d896eab166 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644) 2025-06-13 17:48:20 +02:00
ocornut
4cf85ee543 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
2025-06-13 17:43:30 +02:00
ocornut
cfa43e721a Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
Added ImGuiItemFlags_NoFocus, ImGuiButtonFlags_NoFocus. Neither are well specified so marking as experimental.
2025-06-13 17:40:17 +02:00
ocornut
d8da97f756 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked.
This was meant when the code would be lower in the function (after updating e.g. g.FontSize) Amend 0e769c5.
2025-06-13 16:47:23 +02:00
ocornut
ca3169310e Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465)
ref 0e769c5
2025-06-13 16:46:41 +02:00
ocornut
1ec1510ef7 Fonts: clarify assert. (#8680) 2025-06-12 16:49:47 +02:00
ocornut
7ac99a4366 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) 2025-06-12 15:44:18 +02:00
ocornut
b7f13df130 Docs: reformat Changelog. 2025-06-12 15:42:51 +02:00
ocornut
571dae9664 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465) 2025-06-12 15:31:51 +02:00
ocornut
b178fd4286 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture(). 2025-06-12 14:55:46 +02:00
ocornut
115a8e74c2 Fonts: update misc comments, docs. 2025-06-12 14:18:23 +02:00
ocornut
41f4acfb4f Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame(). 2025-06-12 11:44:11 +02:00
ocornut
7b8e000133 Fixed duplicate symbols in some compile-time configurations. 2025-06-12 11:28:35 +02:00
ocornut
1ce75e2bca Fixed duplicate symbols in some compile-time configurations. 2025-06-12 11:25:15 +02:00
ocornut
e8f831deaa Merge branch 'master' into docking 2025-06-12 11:07:42 +02:00
ocornut
f6fc166584 TreeNode: fixed runtime asan warning (#2920)
imgui_widgets.cpp:6923:52: runtime error: shift exponent -1 is negative
2025-06-12 11:07:08 +02:00
ocornut
a0b3eceec7 Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp 2025-06-12 11:02:32 +02:00
ocornut
7d70c0ff9f Merge branch 'master' into docking 2025-06-11 20:53:33 +02:00
ocornut
7a42233d43 imgui_freetype: fixed using legacy names. 2025-06-11 20:47:17 +02:00
ocornut
895bff6524 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings. 2025-06-11 19:17:34 +02:00
ocornut
e43fd75378 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_sdlgpu3.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	imgui.cpp
2025-06-11 19:04:44 +02:00
ocornut
df068ce11e Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section. 2025-06-11 18:50:16 +02:00
ocornut
e4055e763f Fonts: Misc merge fixes. 2025-06-11 18:12:42 +02:00
ocornut
1e130e045b Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling. 2025-06-11 18:11:32 +02:00
ocornut
65857236c7 Backends: GLFW, SDL2, SDL3, update for docking to use helpers. 2025-06-11 18:07:43 +02:00
ocornut
6af6cec23f Merge branch 'master_fonts' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl2.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_sdlgpu3.h
#	backends/imgui_impl_vulkan.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2025-06-11 18:07:19 +02:00
ocornut
96be957315 Docs: update Changelog, FAQ, Fonts docs. 2025-06-11 17:40:10 +02:00
ocornut
4acce85656 Fonts: tweaks demo and exposure to sliders, etc. 2025-06-11 17:36:28 +02:00
ocornut
cc3d4cab21 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags. 2025-06-11 16:42:31 +02:00
ocornut
e1481a731d Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear. 2025-06-11 16:25:18 +02:00
ocornut
29fbf3c1ec Fonts: demote ImFont::GetFontBaked() as slighty internal. 2025-06-11 16:25:17 +02:00
ocornut
0e769c5418 Fonts: amend UpdateCurentFontSize() early out optimization. 2025-06-11 16:25:13 +02:00
ocornut
573f08135d Fonts: fixed PopFont() broken recovery.
"misc_recover_1" test would assert in EndFrame()
2025-06-11 16:25:10 +02:00
ocornut
2e67bd4de7 Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges(). 2025-06-11 16:25:06 +02:00
ocornut
c18301f356 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment. 2025-06-11 16:25:03 +02:00
ocornut
02f58b3207 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions)
Fonts: AddFont() funcitons allow size_pixels==0 for merged fonts.
2025-06-11 16:24:48 +02:00
ocornut
bc394410a2 Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style)
We don't bother with WIN32_LEAN_AND_MEAN.

# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2025-06-11 16:24:05 +02:00
ocornut
b98e92839c Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking. 2025-06-11 16:24:04 +02:00
ocornut
8269924c33 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers.
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2025-06-11 16:13:49 +02:00
ocornut
9da3e6696a Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers. 2025-06-11 16:12:41 +02:00
ocornut
d72e66cdee Examples: remove comments/references about baking and GetGlyphRangesJapanese(). 2025-06-11 16:11:03 +02:00
ocornut
2d2b1cee6b Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency.
# Conflicts:
#	imgui_internal.h
2025-06-11 16:10:45 +02:00
ocornut
3c27c643a9 Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments. 2025-06-11 16:10:18 +02:00
ocornut
d85e22d205 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts.
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2025-06-11 16:09:56 +02:00
ocornut
8766efcba6 (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain.
# Conflicts:
#	imgui.cpp
2025-06-11 16:07:21 +02:00
ocornut
80c08f2286 (Breaking) Fonts: obsoleting SetWindowFontScale().
+ Comments

# Conflicts:
#	imgui.cpp
2025-06-11 16:07:05 +02:00
ocornut
59a11363a5 Fonts: ground work for allowing SizePixels to be optional. 2025-06-11 16:06:24 +02:00
ocornut
402db2ef32 Fonts: fixed passing negative sizes to stb_truetype loader. 2025-06-11 16:06:24 +02:00
ocornut
1e118ab891 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame().
# Conflicts:
#	imgui.cpp
2025-06-11 16:06:21 +02:00
ocornut
b029be6b6c Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked
e.g. PushFontSize() before NewFrame() on legacy backend.
2025-06-11 16:06:00 +02:00
ocornut
033cdc4133 Fonts: comments and slight packing of ImFontConfig fields. 2025-06-11 16:06:00 +02:00
ocornut
69547bd4bd Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize. 2025-06-11 16:06:00 +02:00
ocornut
e3860aa6ac (Breaking) Fonts: removing obsolete ImFont::Scale. 2025-06-11 16:05:54 +02:00
ocornut
25f9c318e3 Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code. 2025-06-11 16:05:54 +02:00
ocornut
5926c877a1 Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called. 2025-06-11 16:05:54 +02:00
ocornut
9f8b4bdaf1 Fonts: fixed edge case calling RenderText() without priming with CalcTextSize(). 2025-06-11 16:05:49 +02:00
ocornut
b2343d6247 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport().
# Conflicts:
#	imgui.cpp
2025-06-11 16:05:33 +02:00
ocornut
83aad81279 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context. 2025-06-11 16:02:10 +02:00
ocornut
f3780c7354 Fonts: adding GetFontBaked() in public API. 2025-06-11 16:02:10 +02:00
ocornut
92ff153763 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader(). 2025-06-11 16:02:10 +02:00
ocornut
3d848a886a Fonts: fixed support for IMGUI_STB_NAMESPACE. 2025-06-11 16:02:10 +02:00
ocornut
822903e56d Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources.
Thanks cyfewlp!
2025-06-11 16:02:10 +02:00
ocornut
5ee9845559 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS.
# Conflicts:
#	imgui.cpp
#	imgui.h
2025-06-11 16:02:09 +02:00
ocornut
ea756ede16 Fonts: reorder ImFontFlags according likelihood of being useful. 2025-06-11 15:59:20 +02:00
ocornut
1b51a88bba Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID. 2025-06-11 15:59:20 +02:00
ocornut
39f6c793b3 Fonts: proof of concept support for user textures.
# Conflicts:
#	imgui.h
#	imgui_internal.h
2025-06-11 15:59:19 +02:00
ocornut
91ed6e67b4 Fonts: fixed support for multiple atlases.
Moved FontAtlasOwnedByContext to OwnerContext

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-06-11 15:58:29 +02:00
ocornut
fad5280d4c Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id. 2025-06-11 15:57:44 +02:00
ocornut
65e6039979 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases. 2025-06-11 15:57:44 +02:00
ocornut
46fa9e8efb Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments. 2025-06-11 15:57:35 +02:00
ocornut
f6735c223c Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation. 2025-06-11 15:57:35 +02:00
ocornut
89e880dfd1 Fonts: adding ImFontHooks for codepoint remapping. 2025-06-11 15:57:35 +02:00
ocornut
8523cbdf58 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface 2025-06-11 15:57:35 +02:00
ocornut
4dec946ae6 Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure. 2025-06-11 15:57:35 +02:00
ocornut
b32ef3c05d Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()).
# Conflicts:
#	imgui.cpp
#	imgui.h
2025-06-11 15:57:35 +02:00
ocornut
8140a9d8a6 Fonts: comments on ImTextureData fields. 2025-06-11 15:57:35 +02:00
ocornut
42e7bb80b6 imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData. 2025-06-11 15:57:28 +02:00
ocornut
6a455e1281 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData.
The reasoning behind that we would ideally transition ImGui_ImplFreeType_FontSrcData to be shared between fonts using same source.
2025-06-11 15:57:28 +02:00
ocornut
5310f5fba3 Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them. 2025-06-11 15:57:23 +02:00
ocornut
2b0d49a905 Fonts: make ImFont::Sources a vector.
Later it should become a ImSpan<>
2025-06-11 15:57:23 +02:00
ocornut
e7efe94fd2 Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change. 2025-06-11 15:57:23 +02:00
ocornut
890fff92fd Fonts: rename many internal functions for consistency. No other changes. 2025-06-11 15:57:23 +02:00
ocornut
c4fa9bb61f Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask().
(src_mask unused in this commit)
2025-06-11 15:57:23 +02:00
ocornut
bcd1a94b89 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont(). 2025-06-11 15:57:23 +02:00
ocornut
7840e453b5 Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL. 2025-06-11 15:57:23 +02:00
ocornut
eb650c468a Fonts: fixed unused variable warning. 2025-06-11 15:57:00 +02:00
ocornut
c43b138a69 Fonts: no need to load current baked on SkipItems window? + removed unused field.
Avoid baked staying active after GC. Might cause issues.

# Conflicts:
#	imgui.cpp
2025-06-11 15:56:59 +02:00
ocornut
cdfa537adf Fonts: packing of shared basic/line/cursor data uses more public API. 2025-06-11 15:56:39 +02:00
ocornut
ed2bb2cff0 Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser. 2025-06-11 15:56:39 +02:00
ocornut
0436fba13c Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename. 2025-06-11 15:56:39 +02:00
ocornut
e8035b94e5 Fonts: misc tidying up. 2025-06-11 15:56:38 +02:00
ocornut
d789263e08 Fonts: internal rendering uses higher level functions. 2025-06-11 15:56:38 +02:00
ocornut
12599da53d Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559) 2025-06-11 15:56:38 +02:00
ocornut
fb5c537080 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code. 2025-06-11 15:56:38 +02:00
ocornut
526a5d0f8a Fonts: tidying up. 2025-06-11 15:56:24 +02:00
ocornut
1ea9ff3677 Fonts: add optional out parameter to AddCustomRect() 2025-06-11 15:56:24 +02:00
ocornut
074bf39e40 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data. 2025-06-11 15:56:24 +02:00
ocornut
23dc46c4f8 Fonts: added RemoveCustomRect().
+ internally add ImFontAtlasPackReuseRectEntry()
2025-06-11 15:56:24 +02:00
ocornut
e9cf3de58f Fonts: moved ImFontAtlasRectId back to public API. 2025-06-11 15:56:24 +02:00
ocornut
69d28f867c Fonts: added ImFontAtlasRectId_Invalid == -1 2025-06-11 15:56:24 +02:00
ocornut
db30e1b5b6 (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect. 2025-06-11 15:55:51 +02:00
ocornut
f40274702d (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect(). 2025-06-11 15:55:51 +02:00
ocornut
253dff7656 Fonts: Comments. 2025-06-11 15:55:38 +02:00
ocornut
fc87081133 Fonts: fixed GetCustomRectUV().
Fixing typo. Broken by fe598f7
2025-06-11 15:55:38 +02:00
ocornut
9324961cd2 Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends. 2025-06-11 15:55:28 +02:00
ocornut
44498825cd (Breaking) Fonts: PushFont() default to preserve current font size. 2025-06-11 15:54:53 +02:00
ocornut
168b97c291 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502)
# Conflicts:
#	imgui.cpp
2025-06-11 15:54:52 +02:00
ocornut
2de15dc64b Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis. 2025-06-11 15:54:26 +02:00
ocornut
5460903f96 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name) 2025-06-11 15:54:26 +02:00
ocornut
cb4c03756a Fonts: detect if backend assign to texture on creation but doesn't update Status. 2025-06-11 15:54:26 +02:00
ocornut
a548cd9934 Fonts: avoid both ImTextureRef fields being set simultaneously. 2025-06-11 15:54:12 +02:00
ocornut
0fff7ceda4 Fonts: comments, tweaks, minor amends.
Comments, tweaks
2025-06-11 15:53:42 +02:00
ocornut
e41bf16ff1 Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. . 2025-06-11 15:53:42 +02:00
ocornut
8bd1fc4f04 Textures: Added ImTextureRef::GetTexID() mostly for consistency.
Without it the logic may seem more confusing to grok for end-user.
2025-06-11 15:53:42 +02:00
ocornut
cc65015e4e Fonts: fixed crashing password fields.
# Conflicts:
#	imgui_internal.h
2025-06-11 15:53:41 +02:00
ocornut
41517bca0c (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity. 2025-06-11 15:52:21 +02:00
ocornut
4048494aa1 Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear(). 2025-06-11 15:52:21 +02:00
ocornut
f816b861fc (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const. 2025-06-11 15:52:12 +02:00
ocornut
85d0507580 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation. 2025-06-11 15:52:12 +02:00
ocornut
b12c42e75d Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity. 2025-06-11 15:52:12 +02:00
ocornut
e76cfe5aad Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy. 2025-06-11 15:52:12 +02:00
ocornut
7ac1bff482 Fonts: fixed an issue calling legacy ImFontAtlas::Clear(). 2025-06-11 15:52:12 +02:00
ocornut
144f444217 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend. 2025-06-11 15:52:12 +02:00
ocornut
52a6863771 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy. 2025-06-11 15:52:12 +02:00
ocornut
8ea0ae454f Fonts: fixed a bug using size specified by secondary font sources. 2025-06-11 15:52:12 +02:00
ocornut
735d31e54a Demo: Exposed some basic UI in demo for sanity. 2025-06-11 15:52:04 +02:00
ocornut
41a0e991f0 Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont() 2025-06-11 15:51:56 +02:00
ocornut
40f988ce2a Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display. 2025-06-11 15:51:56 +02:00
ocornut
c98e3c0eff Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied. 2025-06-11 15:51:56 +02:00
ocornut
da51485e17 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation. 2025-06-11 15:51:56 +02:00
ocornut
93410c47e1 Fonts: Fixed various small warnings / build issues. 2025-06-11 15:51:56 +02:00
ocornut
dec8d3863a Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611) 2025-06-11 15:51:56 +02:00
ocornut
131f5c57ab Textures: Detect when using a texture that's about to be destroyed. 2025-06-11 15:51:56 +02:00
ocornut
0b71339122 Demo: Add a "Fonts" section for visibility. 2025-06-11 15:51:33 +02:00
ocornut
161e222322 Fonts: GetFontBaked() default to searching for closest size font. 2025-06-11 15:51:30 +02:00
ocornut
e98a314e06 Textures: Added ImTextureData::UsedRect.
# Conflicts:
#	imgui_internal.h
2025-06-11 15:51:19 +02:00
ocornut
2bf6879dae Fonts: tidying up font scale logic.
# Conflicts:
#	imgui_internal.h
2025-06-11 15:51:18 +02:00
ocornut
ef6beaeff6 Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont(). 2025-06-11 15:47:49 +02:00
ocornut
d8a612f73b Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class. 2025-06-11 15:47:49 +02:00
ocornut
78a17038c2 imgui_freetype: no need to store metrics locally. 2025-06-11 15:47:49 +02:00
ocornut
18c8a93cca Fonts: Rework ImFontLoader signatures.
InitBaked may return false to signify this size is not supported.
2025-06-11 15:47:49 +02:00
ocornut
c06a7585a3 Fonts: A font source can specify its own loader/backend. 2025-06-11 15:47:41 +02:00
ocornut
1cfc0de31d Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source. 2025-06-11 15:47:41 +02:00
ocornut
d59f10d7f5 Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked. 2025-06-11 15:47:41 +02:00
ocornut
76b252f80a Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap(). 2025-06-11 15:47:41 +02:00
ocornut
92993e68c8 Fonts: Baked system, fix subsequent sources overriding shared font metrics. 2025-06-11 15:47:41 +02:00
ocornut
dc1320df64 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes 2025-06-11 15:47:41 +02:00
ocornut
8a8d8a7b38 Fonts: Exposed CompactCache(). Hide ClearCache(). 2025-06-11 15:47:35 +02:00
ocornut
eb79e3ab3d Fonts: Restore a functional AddCustomRectFontGlyph(). 2025-06-11 15:47:35 +02:00
ocornut
815553c4b4 Fonts: ImFontConfig: added GlyphExcludeRanges[]. 2025-06-11 15:47:35 +02:00
ocornut
96786a183b Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback) 2025-06-11 15:47:34 +02:00
ocornut
066b24d741 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists. 2025-06-11 15:47:34 +02:00
ocornut
82b81fce68 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design) 2025-06-11 15:47:34 +02:00
ocornut
6580590226 Fonts: Allow PushFont/NewFrame/PopFont idioms to function. 2025-06-11 15:47:29 +02:00
ocornut
842c313db2 Fonts: Reordered ImFont fields. 2025-06-11 15:47:25 +02:00
ocornut
99f6b305c1 Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value.
Overwriting cfg->PixelSnapH = true; in imgui_freetype is weird.
2025-06-11 15:47:21 +02:00
ocornut
df694c89b0 Fonts: Baked system, v11. 2025-06-11 15:47:17 +02:00
ocornut
57d345ff80 Textures: Comments around ImTextureID type. 2025-06-11 15:47:00 +02:00
ocornut
3ce753c489 Fonts: Debug dump to disk, debug log. 2025-06-11 15:47:00 +02:00
ocornut
be151977ca Fonts: Texture resizing favor growing height, halve pack nodes. 2025-06-11 15:46:28 +02:00
ocornut
daaf0e4ef3 Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well.
Fonts: Fixed PopFont() recovery.

(To squash into "Added PushFontSize(), PopFontSize() api."
2025-06-11 15:46:28 +02:00
ocornut
80404fae30 Fonts: clarify ClearTexData() as not supported with dynamic atlases. 2025-06-11 15:46:28 +02:00
ocornut
093d01269a Fonts: Baked system, with auto-bind, v10.
# Conflicts:
#	imgui_internal.h
2025-06-11 15:46:27 +02:00
ocornut
7aba8da551 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed. 2025-06-11 15:45:22 +02:00
ocornut
a2371ef90b Internals: added ImStableVector<> helper. 2025-06-11 15:45:14 +02:00
ocornut
fb69a09d6e Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit(). 2025-06-11 15:45:14 +02:00
ocornut
c5653d5f34 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching. 2025-06-11 15:45:14 +02:00
ocornut
b203ac1e0d Fonts: Reduced reliance on ImFontConfig::DstFont. 2025-06-11 15:45:14 +02:00
ocornut
722f6013ff Fonts: Added a bit of user facing tooling. 2025-06-11 15:45:14 +02:00
ocornut
bd19bc5085 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData() 2025-06-11 15:45:14 +02:00
ocornut
2bf6552f2f Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt.
The idea is that a legacy backend can somehow add a if (!atlas->IsBuilt()) ImGui_ImplXXXXX_CreateFontsTexture() call _after_ Render() and some features are supported.
2025-06-11 15:45:14 +02:00
ocornut
ba62becb7d (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect 2025-06-11 15:45:08 +02:00
ocornut
a509790a1c Fonts: Added back support for AddCustomRectFontGlyph()
Legacy path naturally works.
2025-06-11 15:45:08 +02:00
ocornut
953ce90d27 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set. 2025-06-11 15:45:07 +02:00
ocornut
288055180e Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete. 2025-06-11 15:45:07 +02:00
ocornut
8ed4e2dde7 Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals. 2025-06-11 15:45:07 +02:00
ocornut
2137b3448b Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight.
Fixed ImFontAtlasBuildGetTextureSizeEstimate().
Basic error handling on OOM.
2025-06-11 15:45:01 +02:00
ocornut
14614f561b Textures: Ensure UpdateBox is set on texture _WantCreate state too. 2025-06-11 15:45:01 +02:00
ocornut
b06f3c6d1d Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV. 2025-06-11 15:44:38 +02:00
ocornut
4ff1631b31 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed.
# Conflicts:
#	imgui.cpp
2025-06-11 15:44:37 +02:00
ocornut
a2bc3d81c2 Fonts: Fixed support for multiple contexts. 2025-06-11 15:43:07 +02:00
ocornut
cec3e945f0 Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks. 2025-06-11 15:43:07 +02:00
ocornut
df8450d928 Fonts: marked ImFontAtlas::Build() as obsolete 2025-06-11 15:43:07 +02:00
ocornut
4399599de9 Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions. 2025-06-11 15:43:06 +02:00
ocornut
ef1521b472 Fonts: fix for password fields 2025-06-11 15:43:06 +02:00
ocornut
a51a26e2aa Fonts: use a structure for post-processing - easier to pass things around and iterate on. 2025-06-11 15:43:06 +02:00
ocornut
553b1c301d Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit(). 2025-06-11 15:43:01 +02:00
ocornut
a6c7801926 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests. 2025-06-11 15:42:55 +02:00
ocornut
076a1ab85c Fonts: Misc amends, remove _PackNodesFactor, comments. 2025-06-11 15:42:54 +02:00
ocornut
ac13683c26 Fonts: ImFontAtlas accept DrawListSharedData not being set. 2025-06-11 15:42:54 +02:00
ocornut
43cc3fc8b1 Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[]. 2025-06-11 15:42:54 +02:00
ocornut
4f27792ffe (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327) 2025-06-11 15:42:54 +02:00
ocornut
b670f799d5 Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code. 2025-06-11 15:41:21 +02:00
ocornut
0f553c57bd Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value. 2025-06-11 15:41:21 +02:00
ocornut
1269467fa0 imgui_freetype: Removing old code. 2025-06-11 15:41:16 +02:00
ocornut
08e1e7681e imgui_freetype: Added Freetype implementation for new architecture. 2025-06-11 15:41:16 +02:00
thedmd
26c017d5ea Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
2025-06-11 15:41:05 +02:00
ocornut
ee8941e0de Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support. 2025-06-11 15:41:05 +02:00
ocornut
16fe666e36 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_sdlgpu3.h
2025-06-11 15:38:14 +02:00
ocornut
e538883a20 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support. 2025-06-11 15:38:13 +02:00
ocornut
9fa65cd190 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support. 2025-06-11 15:37:50 +02:00
ocornut
abe294bfd0 Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-06-11 15:33:28 +02:00
ocornut
0430c55b84 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support.
Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
2025-06-11 15:30:45 +02:00
ocornut
dbb91a574f Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support.
+ Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
2025-06-11 15:29:14 +02:00
ocornut
eefe5d5aac Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_dx12.cpp
2025-06-11 15:27:19 +02:00
ocornut
2d2b1bc1cc Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
2025-06-11 15:27:16 +02:00
ocornut
75efba7ec7 Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support
# Conflicts:
#	backends/imgui_impl_dx9.cpp
2025-06-11 15:27:11 +02:00
ocornut
372fd27e71 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts:
#	backends/imgui_impl_dx11.cpp
2025-06-11 15:26:00 +02:00
ocornut
c20e160e0f Textures: added texture list pointer in ImDrawData.
# Conflicts:
#	imgui.h
2025-06-11 15:12:02 +02:00
ocornut
208705368e Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared. 2025-06-11 15:05:51 +02:00
ocornut
a21a2e855b Textures: Single Textures[] array allows backend to not have to care about atlases.
# Conflicts:
#	imgui.h
2025-06-11 15:05:49 +02:00
ocornut
ee357aaddf Textures: Add ImTextureUserID_Invalid + introducing SetTexID().
Which gives us room for potentially updating ImDrawData during render.
2025-06-11 15:04:02 +02:00
ocornut
2cde9125d6 Fonts: Selecting font config source list done by shared code. 2025-06-11 15:04:02 +02:00
ocornut
0f0473bf1c Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature.
# Conflicts:
#	imgui.h
#	imgui_demo.cpp
2025-06-11 15:03:46 +02:00
ocornut
191a728ecc (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef.
Softly breaking. May require support from language binding generator.
Rebased and reworked completely on 2025/03/19.
2025-06-11 15:02:36 +02:00
ocornut
e55415bfef (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports 2025-06-11 15:02:06 +02:00
ocornut
b2f39318cb Adding .cache to ignore list. (#8674) 2025-06-11 13:41:06 +02:00
Dylam De La Torre
201899b611 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664)
* GL_PRIMITIVE_RESTART is not a valid enum for glEnable&co on GLES 3.20
* GL_CONTEXT_PROFILE_MASK is not a valid enum for glGetIntegerv on GLES 3.20
2025-06-04 23:48:56 +02:00
ocornut
eaac68ca2c Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2025-06-04 22:30:43 +02:00
ocornut
c3d7ada9df Demo: add indentation to simplify upcoming merges. 2025-06-04 22:27:34 +02:00
ocornut
91f72bbe1c Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code. 2025-06-04 21:29:12 +02:00
ocornut
9485aeb5c8 Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). 2025-06-04 17:35:45 +02:00
ocornut
e877f78b0e TreeNode: minor amend to b7ab2b7. (#2920) 2025-06-02 20:57:21 +02:00
ocornut
ef503ab0c8 TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920)
TreeNode behavior would read TreeRecordsClippedNodesY2Mask from an older node at same lebel, and write to g.TreeNodeStack.Data[-1].
2025-06-02 20:50:38 +02:00
ocornut
b7ab2b7523 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920) 2025-06-02 20:47:02 +02:00
ocornut
a92b53df7b Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled. 2025-06-02 19:21:22 +02:00
ocornut
ac6b84a7d7 Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled.
Amend 967073ba3d
2025-06-02 17:15:40 +02:00
ocornut
5e17c08010 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-05-30 22:00:26 +02:00
ocornut
69e1fb50ca Docs: fixed missing commit credit. (#8656) 2025-05-30 21:59:13 +02:00
Romain Moret
e6913f58b9 imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591) 2025-05-30 21:58:25 +02:00
ocornut
c3a3a39e92 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725)
Amend 93cccd27f
2025-05-30 21:55:50 +02:00
ocornut
19289d587a Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar. 2025-05-30 21:54:33 +02:00
ocornut
c53c9a8644 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215) 2025-05-30 21:53:25 +02:00
ocornut
87a6443c5b Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215) 2025-05-30 21:52:51 +02:00
ocornut
2bf57bbad4 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section.
+ Add commented out config flags.
2025-05-27 18:31:55 +02:00
ocornut
77f1d3b317 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 2025-05-26 19:32:28 +02:00
ocornut
407a0b972e (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale.
This will be needed for upcoming changes.
2025-05-23 16:08:00 +02:00
ocornut
346f5c6819 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341)
Regression from merging bf0f586b6
2025-05-23 13:59:20 +02:00
ocornut
5f0acadf7d RenderTextEllipsis() added breaking comments. 2025-05-20 18:06:12 +02:00
ocornut
143924bbf3 Image(), ImageWithBg(): added extra comments. (#8131, #8238) 2025-05-20 17:53:17 +02:00
ocornut
1ffa7a40ac TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660) 2025-05-20 17:32:50 +02:00
ocornut
e11ad6b77e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2025-05-19 18:48:22 +02:00
ocornut
415dddf0fa Tooltips: tooltips have a maximum size corresponding to host display/monitor size. 2025-05-19 18:42:55 +02:00
ocornut
10a0eb3e1c Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min.
Docking branch until now used the opposite, aka ImClamp(size_desired, size_min, ImMax(size_min, size_max));, will be standardized across branches.
2025-05-19 18:42:28 +02:00
ocornut
cdb5cbe6f8 (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6.
Amend ecb0aaa.
2025-05-15 17:44:27 +02:00
ocornut
d93d918eca (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092)
Amend e83fb46.
2025-05-15 17:43:27 +02:00
ocornut
6d939fcedc (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639) 2025-05-15 17:35:29 +02:00
ocornut
9361c35176 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous. 2025-05-15 15:36:42 +02:00
ocornut
c008c7d494 Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2025-05-15 14:45:15 +02:00
ocornut
c90ea1315a Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.)
)

Metal backend is not in charge of writing to DpiScale/FramebufferScale (tho it was a neat workaround).
2025-05-15 14:43:30 +02:00
ocornut
63554bcee5 Backends: OSX: rename internal struct for consistency with other backends. 2025-05-15 14:31:55 +02:00
ocornut
b5a73033ab Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637)
# Conflicts:
#	backends/imgui_impl_metal.mm
2025-05-14 18:23:31 +02:00
Pascal Thomet
2df9e9b103 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637)
- Works only for macOS: use XCode for iOS
- It will produce a raw exe. It will not a produce an macOS application bundle (i.e a folder that includes exe and resources). To get app bundles, use the XCode project.
- An adjustment was required in main.mm (for macOS only), to ensure that the exe can run without any plist or storyboard under macOS
2025-05-14 18:23:31 +02:00
omar
2fd474132d Update pull_request_template.md 2025-05-14 16:53:36 +02:00
ocornut
4e487cfa99 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925) 2025-05-14 14:05:19 +02:00
ocornut
1387d356aa stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925) 2025-05-14 13:38:36 +02:00
ocornut
5c3ac93335 stb_textedit: minor edits to match PR submitted upstream. 2025-05-14 13:17:53 +02:00
ocornut
61242e2e6a InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925)
Bug introduced in abd07f6d30.
Ref https://github.com/nothings/stb/issues/188
2025-05-14 11:37:55 +02:00
ocornut
08689c51a9 Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2025-05-13 15:50:51 +02:00
ocornut
4a6ba95392 Backends: SDL3: Comments (#6146) 2025-05-12 19:19:30 +02:00
ocornut
e33069ce56 Viewports: fallback DpiScale pulled from fallback Monitor for consistency.
Amend a4ebe3d5, 95c4111. (#8385, #8401, #8393)
2025-05-12 09:22:22 +02:00
tamas-rabel
b9ac32a0d5 Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631) 2025-05-12 00:04:44 +02:00
ocornut
f484af34c2 Font: rename ImFont::AddRemapChar() parameters for clarity. (#609) 2025-05-08 18:05:05 +02:00
WSSDude
ba513ba804 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412)
# Conflicts:
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
2025-05-07 19:19:30 +02:00
ocornut
0a222a3e2a Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
Amend bbc89b6 (#8600)
2025-05-07 15:42:59 +02:00
ocornut
bf68040dc5 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES.
Amend bbc89b6 (#8600)
2025-05-07 15:42:23 +02:00
ocornut
37fba4bed4 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176) 2025-05-07 15:28:02 +02:00
ocornut
1c8fad73f8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
2025-05-07 15:24:46 +02:00
ChrisTom-94
bbc89b6391 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) 2025-05-07 15:23:03 +02:00
ocornut
64a5e27486 Docs: bad merge error. 2025-05-07 14:22:19 +02:00
ChrisTom-94
d1dc2a3298 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365)
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
2025-05-07 11:50:32 +02:00
ocornut
46235e91f6 Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale(). 2025-05-05 20:04:32 +02:00
ocornut
afd3a36f69 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility. 2025-05-05 19:39:56 +02:00
ocornut
c5e2bb7cd1 Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends.
# Conflicts:
#	backends/imgui_impl_sdlgpu3.cpp
2025-05-05 19:20:12 +02:00
ocornut
ef62aa7333 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport. 2025-05-05 19:04:18 +02:00
ocornut
e3bfaab3f7 Examples: update xcode projects. 2025-05-05 18:38:55 +02:00
ocornut
c0dfd65d67 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) 2025-04-30 16:23:58 +02:00
ocornut
20066a8964 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603)
Amend ec1d2be96f. (#2496, #3907, #6308, #7615)
This technically prevents multi-viewports from working with io.ConfigViewportsNoDefaultParent=true but this is a more fringe case to handle for our example app, better tradeoff imho to use IsIconic().
2025-04-30 11:30:06 +02:00
ocornut
3f8033324f Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601) 2025-04-30 11:10:58 +02:00
ocornut
75ddd9a6cd Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) 2025-04-28 23:10:43 +02:00
Ryan Jensen
b3c96bde8c Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596) 2025-04-26 16:10:00 +02:00
ocornut
cbb8edb0b7 Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250)
The table->CurrentColumn != -1 test in BeginMultiSelect() was affected. It would have been possible to amend the test with table->IsInsideRow but this seems generally saner.

Docs: fixed typo. (#8592)
2025-04-26 15:44:51 +02:00
ocornut
fcdaa32793 Backends: GLFW: Disable multi-viewports under Wayland. (#8587) 2025-04-26 14:54:09 +02:00
ocornut
fe298cf984 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)"
This reverts commit 2a000ee091.
2025-04-25 20:10:46 +02:00
ocornut
75964a9860 CI: run on ubuntu-latest. 2025-04-24 14:39:25 +02:00
ocornut
b81991ac01 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown. 2025-04-24 13:48:21 +02:00
ocornut
2a000ee091 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)
Which reduces issues related to losing key down state on focus loss.
2025-04-23 19:12:32 +02:00
ocornut
f53de38e1f Viewports, Backends: Debug logging. 2025-04-23 16:47:00 +02:00
ocornut
3563f4db32 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) 2025-04-23 15:11:21 +02:00
ocornut
f2ba3a937b Rework TextAligned() api to take size input. (#7024) 2025-04-23 15:11:17 +02:00
ocornut
0fc4967ebc Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) 2025-04-23 15:08:57 +02:00
ocornut
aed1bcc12c Rework TextAligned() api to take size input. (#7024) 2025-04-23 14:52:29 +02:00
ocornut
839e3274e1 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
2025-04-23 14:42:36 +02:00
ocornut
6a42d6b339 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024) 2025-04-23 14:39:59 +02:00
ocornut
dcf0d8cab6 Tables: fixed TableHeader() eager vertical clipping of text. (#6236) 2025-04-22 18:34:56 +02:00
ocornut
7c6ce12fa4 Platform IME: minor amend to bf0f586 (#8584) 2025-04-22 11:24:02 +02:00
ocornut
bf0f586b69 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341) 2025-04-22 11:21:02 +02:00
Hinageshi
facf671eca Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579) 2025-04-20 11:25:20 +02:00
ocornut
af987eb117 Backends: DX12: build fix for Clang. (#8582) 2025-04-20 11:24:30 +02:00
ocornut
87f12e56fe Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988) 2025-04-17 15:41:15 +02:00
Lekoopapaul
baffc4e8b8 Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988) 2025-04-17 15:32:06 +02:00
ocornut
0ddc36f543 RenderTextEllipsis()): pixel align every dot for consistent display. 2025-04-16 22:17:19 +02:00
ocornut
88d2df24be Merge branch 'master' into docking 2025-04-16 20:31:18 +02:00
ocornut
69d572bb10 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024)
Requires 97d85338e8 and e4a865177e
2025-04-16 20:30:29 +02:00
ocornut
97d85338e8 Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis().
This requires RenderTextEllipsis() to use fine CPU-side clippoing.
Users of RenderTextEllipsis(): #7024, #6236, #5267, #5745, #4269, #2775
2025-04-16 20:29:43 +02:00
ocornut
e4a865177e ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal).
(toward #7024)
2025-04-16 20:21:23 +02:00
ocornut
faea193800 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op.
(minor thing toward #7024)
2025-04-16 20:07:39 +02:00
ocornut
7ab4728a36 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame(). 2025-04-16 18:12:53 +02:00
ocornut
b23a216ecd Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480) 2025-04-16 15:04:14 +02:00
519q
d3bb3336f5 Backends: OSX: remove duplicate variable. (#8565) 2025-04-14 14:12:48 +02:00
ocornut
3ab50c334a TreeNode, Style: added style.TreeLinesRounding support. (#2920) 2025-04-10 19:26:29 +02:00
ocornut
f4d9359095 Merge branch 'master' into docking 2025-04-10 17:26:11 +02:00
ocornut
9943137d1e TreeNode: fixed non-opened clipped child node not moving Y2 marker. (#2920) 2025-04-10 17:25:06 +02:00
ocornut
ee0d96ac0d TreeNode: extract code out of TreePop() into TreeNodeDrawLineToTreePop(). (#2920) 2025-04-10 17:00:29 +02:00
ocornut
8c977bf7b3 TreeNode, Tables: fixed ImGuiTreeNodeFlags_DrawLinesXXX feature when TreePop() is called in table: in no column or at top of row. (#2920) 2025-04-10 16:53:14 +02:00
ocornut
5311253468 TreeNode: ImGuiTreeNodeFlags_DrawLinesFull uses ToNodes Y2 when they are close (using a threshold). (#2920) 2025-04-10 16:03:39 +02:00
ocornut
ed50bb1676 TreeNode, Tables: fixed ImGuiTreeNodeFlags_DrawLinesXXX feature when TreePop() is called from a different column. (#2920) 2025-04-10 14:47:08 +02:00
ocornut
bbb0f0ade4 TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns. 2025-04-10 14:08:17 +02:00
ocornut
06c2c9f456 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2025-04-09 19:08:45 +02:00
ocornut
43caca05c2 TreeNode: DrawLines: tweak X2 offset to avoid losing line when ItemSpacing is large. (#2920) 2025-04-09 18:57:20 +02:00
ocornut
bcbbfdaad4 TreeNode: DrawLines: latch X1 offset during TreePush(). (#2920) 2025-04-09 18:56:56 +02:00
ocornut
5e7174dec6 TreeNode: removed TreeLinesSize > 0.0f optimization check. (#2920)
This is desirable but we'd need to avoid exposing 0.0f in style editor + assert on it.
2025-04-09 17:40:15 +02:00
Zane van Iperen
74e453cf15 Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) 2025-04-09 14:58:32 +02:00
ocornut
b811c42034 Backends: SDL2/SDL3: revert updating monitors and work area info every frame. Workaround for Windows. (#8415, #8558)
Partly revert logic from 1a7b5945c7.
2025-04-09 14:28:43 +02:00
ocornut
789de09dda TreeNode: extracted TreeNodeDrawLineToChildNode() for usage by custom widgets (#2920) 2025-04-09 12:04:09 +02:00
ocornut
47d1ab192a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_widgets.cpp
2025-04-08 19:59:38 +02:00
ocornut
39f34e1e58 TreeNode: Don't latch GetColorU32(ImGuiCol_TreeLines). (#2920)
Trade off doesn't seem worth it for large trees. User who really needs to alter colors can do it by adjusting Push/Pop locations.
2025-04-08 19:58:59 +02:00
ocornut
e5b218e6d1 TreeNode: added ImGuiTreeNodeFlags_DrawTreeXXX flags. (#2920)
# Conflicts:
#	docs/CHANGELOG.txt
2025-04-08 19:58:59 +02:00
ocornut
faa03031b4 Windows: loosened code to handle ImGuiButtonFlags_FlattenChildren so that master matches docking. (#8554)
This essentially merges 059560d2 back into master.
2025-04-07 18:21:34 +02:00
ocornut
974bf58a21 Backends: Vulkan: Build and warning fixes. (#8282) 2025-04-07 17:39:00 +02:00
ocornut
91652c317e Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282)
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
2025-04-07 16:40:14 +02:00
ocornut
9701810bc3 TreeNode: adding ImGuiTreeNodeFlags_NoNavFocus in imgui_internal.h (#8551) 2025-04-07 11:41:21 +02:00
ocornut
b4bd596a39 Fonts: word-wrapping code handle ideographic comma & full stop (U+3001, U+3002). (#8540) 2025-04-01 22:57:07 +02:00
ocornut
fcab22f80f Fonts: fixed CalcWordWrapPositionA() fallback when width is too small to wrap with multibyte codepoints.. (#8540) 2025-04-01 22:57:07 +02:00
Shixian Sheng
8098d79ca2 Docs: fixed link typo (#8538) 2025-04-01 09:10:30 +02:00
Andrew Zonenberg
9fdeb41e52 Backends: Vulkan: Suppress trivially-copyable warning (#8537) 2025-03-31 20:42:18 +02:00
ocornut
4bdb0ac685 Comments 2025-03-31 15:12:28 +02:00
ocornut
b6786595a4 Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. (#8534) 2025-03-31 14:45:29 +02:00
ocornut
df5690d91a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2025-03-30 16:42:28 +02:00
ocornut
a26fcf58cc Nav: fixed assertion when holding gamepad FaceLeft/West button + pressing a keyboard key. (#8525) 2025-03-30 16:40:39 +02:00
ocornut
8bbdfefe05 Nav: added bool ConfigNavWindowingWithGamepad to disable windowing with gamepad. (#8525, #4828, #3255, #5641) 2025-03-30 15:05:27 +02:00
ocornut
187acb8609 Nav: polling gamepad for ImGuiKey_NavGamepadMenu use routing-friendly Shortcut() so Ctrl+Tab equivalent may be hijacked. (#8525, #4828, #3255, #5641) 2025-03-30 14:46:58 +02:00
Green Sky
5c9fb8f064 Backends: SDL3: Update for API changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
see https://github.com/libsdl-org/SDL/pull/10390
2025-03-30 13:52:39 +02:00
ocornut
0c079e453b Backends: Win32: Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration=false) while user code is discarding the 'bool *p_open=false output' from Begin() 2025-03-26 22:59:14 +01:00
gan74
7674cbc9b2 Added extra operators to ImVec4. (#8510) 2025-03-23 13:09:14 +01:00
ocornut
dbd9ae287a Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() breaking codepath that preserve last contents size when collapsed. (#7691) 2025-03-23 12:57:14 +01:00
ocornut
702a67807b Move Changelog entry. (#8509) 2025-03-21 20:17:49 +01:00
puugz
a806d2f9b8 Backends: SDLGPU: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). (#8509, 8163, #7998, #7988) 2025-03-21 20:16:56 +01:00
ocornut
ca3ba28768 Internals: made MousePos an argument of UpdateHoveredWindowAndCaptureFlags(). (#8431, #1152) 2025-03-21 17:21:45 +01:00
tanksdude
f5003aff69 Docs: Fix some typos (#8505) 2025-03-21 16:23:09 +01:00
ocornut
102f3f3a0d IO: variations in analog-only components of gamepad events do not interfere with trickling of mouse position events (#4921, #8508) 2025-03-21 16:18:36 +01:00
ocornut
979c7d76ab Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) 2025-03-21 15:42:47 +01:00
ocornut
790f2b9a7a Merge branch 'master' into docking 2025-03-19 17:54:42 +01:00
ocornut
d467950a5e Style, InputText: added ImGuiCol_InputTextCursor to configure color of the InputText cursor/caret. (#7031) 2025-03-19 17:50:40 +01:00
ocornut
0ecb2bbe74 Version 1.92.0 WIP 2025-03-19 17:45:20 +01:00
ocornut
ee48ffe021 Added comments about line/rect thickness needing scaling. (#7031) 2025-03-19 17:42:19 +01:00
ocornut
5679de60c5 Error Handling: added better report and recovery for extraneous EndPopup() call. (#1651, #8499) 2025-03-18 17:35:43 +01:00
ocornut
4806a1924f Merge branch 'master' into docking 2025-03-17 20:18:29 +01:00
ocornut
f5befd2d29 Version 1.91.9b 2025-03-17 20:17:26 +01:00
ocornut
cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934)
Not sure what I did with 05742f9b6f but I missed on the primary filter.
2025-03-17 20:04:50 +01:00
ocornut
93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) 2025-03-17 19:39:52 +01:00
ocornut
a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. 2025-03-17 19:19:25 +01:00
ocornut
bfaef8ca17 Version 1.92.0 WIP 2025-03-17 19:09:07 +01:00
ocornut
2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 2025-03-17 11:51:57 +01:00
ocornut
4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495)
Amend 4c0604e
2025-03-17 11:50:32 +01:00
Wizard
d6493aab02 Fix typo in comment (#8494) 2025-03-16 23:56:59 +01:00
ocornut
126d004f9e Merge branch 'master' into docking 2025-03-14 17:15:03 +01:00
ocornut
97428e8ac9 Version 1.91.9 2025-03-14 17:13:11 +01:00
ocornut
ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. 2025-03-14 17:13:11 +01:00
ocornut
aa97252f60 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2025-03-13 21:01:21 +01:00
ocornut
b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 2025-03-13 19:30:59 +01:00
ocornut
79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)"
This reverts commit 557c77e455.
2025-03-13 16:32:50 +01:00
ocornut
d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 2025-03-13 12:27:47 +01:00
ocornut
6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934)
Amend 05742f9b6f
2025-03-12 19:29:41 +01:00
ocornut
de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn.
Amend 40b2286d16
2025-03-12 15:47:37 +01:00
ocornut
09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10."
This reverts commit 6da230636b.
2025-03-11 18:42:12 +01:00
ocornut
557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 2025-03-11 18:38:45 +01:00
ocornut
2d403a1614 Viewports: fixed an issue where window repositioning leading to a monitor change could have the window incorrectly get clamped within the boundaries of its previous monitor. (#8484) 2025-03-11 13:19:14 +01:00
ocornut
6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 2025-03-11 12:25:19 +01:00
ocornut
51e4cba909 Backends: Fixed zealous warnings. 2025-03-11 12:05:23 +01:00
ocornut
6972b6c380 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
2025-03-10 20:02:36 +01:00
ocornut
39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+ more consistently use Ctrl+XXX instead of Ctrl-XXX.
2025-03-10 18:16:08 +01:00
ocornut
a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 2025-03-10 18:01:29 +01:00
MegaMech
bb8d2957ee Docking: removed legacy assert preventing to call DockBuilderSplitNode() on an existing split node. (#8472) 2025-03-10 12:35:57 +01:00
Zijie Wu
88d4827b64 Update FAQ.md for SDL3 (#8480) 2025-03-09 21:44:26 +01:00
fdsa
3c3d943fb1 Docs: Fix some typos (#8473) 2025-03-09 16:42:16 +01:00
TheMode
806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 2025-03-09 16:34:50 +01:00
ocornut
1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 2025-03-07 11:09:07 +01:00
ocornut
19d060cc26 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-03-05 20:33:16 +01:00
ocornut
377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 2025-03-05 16:23:31 +01:00
ocornut
9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 2025-03-05 15:47:57 +01:00
ocornut
119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) 2025-03-05 15:04:26 +01:00
ocornut
fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 2025-03-05 13:39:48 +01:00
ocornut
324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. 2025-03-05 13:35:14 +01:00
ocornut
a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) 2025-03-04 14:36:00 +01:00
ocornut
df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 2025-03-03 19:20:10 +01:00
ocornut
935938bbd9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2025-03-03 18:57:42 +01:00
ocornut
71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 2025-03-03 18:56:21 +01:00
ocornut
7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 2025-03-03 18:54:02 +01:00
ocornut
0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 2025-03-03 18:54:01 +01:00
ocornut
9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. 2025-03-03 18:47:11 +01:00
ocornut
caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 2025-03-03 18:46:44 +01:00
ocornut
510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 2025-03-03 18:46:44 +01:00
ocornut
4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 2025-03-03 18:46:44 +01:00
ocornut
4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 2025-03-03 18:46:44 +01:00
ocornut
22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 2025-03-03 18:46:44 +01:00
ocornut
94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. 2025-03-03 18:46:44 +01:00
ocornut
de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. 2025-03-03 18:46:44 +01:00
ocornut
b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. 2025-03-03 18:46:44 +01:00
ocornut
eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. 2025-03-03 18:46:43 +01:00
ocornut
ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452)
Amend 8e4010479
2025-03-03 13:11:16 +01:00
ocornut
4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor.
One case where it would manifest was calling Combo() with an out of range index. (#8450)
2025-03-02 14:15:11 +01:00
ocornut
c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 2025-03-02 13:40:51 +01:00
ocornut
9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238)
Amend 494ea57
2025-02-27 22:04:56 +01:00
ocornut
15b96fd051 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-02-27 22:01:51 +01:00
ocornut
1aab00da85 Misc shallow tweaks/tidying up. (#8446) 2025-02-27 21:58:02 +01:00
ocornut
482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section.
# Conflicts:
#	imgui.cpp
2025-02-27 21:51:07 +01:00
ocornut
494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238)
Displaying a black background behind Font Atlas texture.
2025-02-27 21:48:24 +01:00
Alan
cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 2025-02-27 13:47:33 +01:00
Alan
8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) 2025-02-27 00:06:31 +01:00
ocornut
3fb14b50f8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2025-02-26 21:08:45 +01:00
ocornut
aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650)
To mitigate issues with e.g. Linux debuggers not claiming capture back.
2025-02-26 15:34:31 +01:00
Jose L. Hidalgo (PpluX)
aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 2025-02-26 15:20:08 +01:00
ocornut
9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 2025-02-26 15:16:38 +01:00
ocornut
6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 2025-02-26 15:10:28 +01:00
Jose L. Hidalgo (PpluX)
4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 2025-02-26 14:56:49 +01:00
ocornut
242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434)
Amend
2025-02-26 14:40:41 +01:00
Russ Gibson
a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 2025-02-26 14:38:08 +01:00
ocornut
4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount.
In theory this is all internal stuff.
2025-02-25 17:41:29 +01:00
ocornut
2db3e9d439 Backends: SDL2, SDL3: Use display bounds when SDL_GetDisplayUsableBounds() fails or return a zero size. (#8415, #3457)
Analoguous to aa8e09d7f1 for GLFW.
2025-02-25 17:11:56 +01:00
ocornut
6e29450f76 Internals: added IsItemActiveAsInputText() helper. 2025-02-25 16:02:10 +01:00
ocornut
9ab0b66f50 Backends: fixed comment to state that ImGuiViewport::PlaformHandle is used to store SDL's WindowID, not SDL_Window*. (#7853)
Amend 2d99052
2025-02-25 15:55:54 +01:00
ocornut
030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) 2025-02-24 17:45:16 +01:00
TheMode
dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) 2025-02-24 12:26:48 +01:00
ocornut
ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 2025-02-24 11:44:48 +01:00
ocornut
5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 2025-02-24 10:52:15 +01:00
ocornut
dd89bb1469 Backends: DirectX11: configure swap chain creation for secondary viewports via undocumented ImGui_ImplDX11_SetSwapChainDescs(). (#5437, #7607, #7286, #2970) 2025-02-24 10:19:12 +01:00
Tygyh
74afea04d6 Fix typos in docs (#8427) 2025-02-22 23:36:40 +01:00
ocornut
edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 2025-02-21 23:11:11 +01:00
Marius PvW
3064e6d10c Viewports + Backends: Win32: Fixed setting title bar text when application is compiled without UNICODE. (#7979, #5725) 2025-02-21 22:41:15 +01:00
ocornut
6acdce78d1 Backends: Win32: use UnregisterClassW() for matching consistency. (#8423, #7979)
Amend 3293ef8bb
2025-02-21 22:13:33 +01:00
ocornut
773060155f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2025-02-21 19:56:20 +01:00
ocornut
434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 2025-02-21 19:26:24 +01:00
ocornut
1a7b5945c7 Backends: GLFW/SDL2/SDL3: Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) 2025-02-21 19:23:39 +01:00
David Maas
ea59440662 Backends: Win32: WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) 2025-02-21 17:10:11 +01:00
ocornut
1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) 2025-02-21 16:55:35 +01:00
Tygyh
a6bcbb173b Examples: Android: Update kotlin version (#8409) 2025-02-20 18:07:25 +01:00
ocornut
6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 2025-02-20 12:17:21 +01:00
ocornut
85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed.
Amend 8a35386, eec097f.
2025-02-20 11:46:56 +01:00
ocornut
05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 2025-02-19 10:55:44 +01:00
ocornut
8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934)
Amend 7cd31c355
column->SortDirection initialized setting was wrong in first block but without side-effect, since sorting always stored explicitly in .ini data.
2025-02-19 10:50:57 +01:00
ocornut
eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends.
Amend 8a35386
2025-02-18 18:52:08 +01:00
ocornut
8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 2025-02-18 18:40:47 +01:00
ocornut
8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) 2025-02-18 18:19:10 +01:00
ocornut
afd659bb92 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_vulkan.cpp
2025-02-17 11:46:16 +01:00
Nico van Bentum
c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387)
Main bug has been here since 54a60aaa4, but it's only ef7ffaff7 which made it very visible.
2025-02-17 11:44:35 +01:00
ocornut
78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f.
This is to allow some DPI mods with less changes. Only the initial value in SetupDrawListSharedData() will need change.
2025-02-17 11:28:35 +01:00
ocornut
2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338)
Regression from ed7551c1d
2025-02-14 19:44:35 +01:00
ocornut
474305c476 ImFont: simpler constructor. 2025-02-14 16:15:09 +01:00
ocornut
ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 2025-02-14 12:19:39 +01:00
ocornut
a4ebe3d576 Viewports: Fixed assertion when multi-viewports disabled and no monitor submitted. Reworked 95c4111. (#8401, #8393, #8385) 2025-02-14 12:04:05 +01:00
ocornut
98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) 2025-02-13 16:19:41 +01:00
ocornut
e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 2025-02-13 16:03:40 +01:00
ocornut
12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 2025-02-13 15:49:47 +01:00
ocornut
890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) 2025-02-13 15:40:49 +01:00
Gabriel Rodriguez
95c4111783 Viewports: default to first monitor is viewport is outside bounds. (#8393, #8385)
Before the assert was introduced in d66f4e589 the viewport would be eventually clamped with ClampWindowPos using g.FallbackMonitor, but code would run temporarly with DpiScale=0.
2025-02-13 15:01:54 +01:00
Rémy Tassoux
f94a5f0e8c Docs: Update doc about plutosvg (#8395) 2025-02-13 14:30:49 +01:00
ocornut
b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) 2025-02-12 19:27:43 +01:00
ocornut
71d39a4634 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_internal.h
2025-02-12 19:17:48 +01:00
ocornut
a931fb7f51 Fixed static analyzer warning.
(was harmless as initialized in NewFrame)
2025-02-12 19:15:00 +01:00
ocornut
7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 2025-02-12 19:08:52 +01:00
ocornut
7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) 2025-02-12 19:01:02 +01:00
ocornut
ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 2025-02-12 15:46:17 +01:00
PuPuHX
3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index.
Amend 40b2286d1.
2025-02-12 14:29:51 +01:00
fdsa
6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 2025-02-12 14:25:38 +01:00
ocornut
3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag.
Amend/fix a89f05a10 (old!)
Discovered while looking at glyph being processed in WIP branch.
2025-02-10 21:34:55 +01:00
ocornut
4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 2025-02-10 19:29:18 +01:00
ocornut
88cda0cab6 Fixed minor warning. Added comment. 2025-02-10 12:39:54 +01:00
ocornut
a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) 2025-02-10 12:09:44 +01:00
ocornut
a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2025-02-10 12:02:01 +01:00
ocornut
2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) 2025-02-10 11:38:17 +01:00
edenware
e8ad60cc4f Fix typo (#8382) 2025-02-08 04:01:46 +01:00
ocornut
50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. 2025-02-07 22:57:15 +01:00
ocornut
e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196)
Amend 43c51eb12
2025-02-07 22:56:02 +01:00
ocornut
e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 2025-02-07 22:48:31 +01:00
ocornut
8679cfa2d8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
#	imgui.cpp
2025-02-07 18:27:32 +01:00
ocornut
4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders.
Amend 3c7177c6, 59f3c4fc2, ae7f833c6.
Could be latched inside windows to be multi-dpi friendly, but likely won't matter soon.
2025-02-07 18:16:04 +01:00
ocornut
914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph()
Amend 0bde57c
2025-02-07 16:26:20 +01:00
fdsa
4f1d3809c3 Fixed tabs and spaces (#8377) 2025-02-06 19:54:43 +01:00
ocornut
0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small.
Amend 0236bc246f
2025-02-06 18:41:47 +01:00
ocornut
cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242)
Partly restore 1a31e31.
2025-02-06 12:34:37 +01:00
ocornut
2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 2025-02-04 20:19:57 +01:00
ocornut
d80347613a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_internal.h
2025-02-03 18:42:24 +01:00
ocornut
1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) 2025-02-03 17:55:35 +01:00
ocornut
de962e83d0 ImFont: remove SetGlyphVisible()
Which was never marked public. Added by d284a6cff. (#2149, #515)
Making room by removing stuff that are inconvenient to implement in our scaling system.
If you were using this function please post an issue to report it.
2025-02-03 17:50:12 +01:00
PhantomCloak
da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 2025-02-03 16:00:59 +01:00
ocornut
5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 2025-02-03 15:11:22 +01:00
ocornut
204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 2025-02-03 14:21:53 +01:00
ocornut
6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370)
Item is already made inactive at the time of calling MarkItemEdited().
Fix a604d4f71
2025-02-03 14:03:43 +01:00
ocornut
f820bf7cd4 Version 1.91.9 WIP 2025-02-03 12:33:40 +01:00
ocornut
e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS 2025-01-31 19:50:18 +01:00
ocornut
1820fe5f83 Comments, minor alignments tweaks. 2025-01-31 19:48:40 +01:00
ocornut
e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. 2025-01-31 18:28:31 +01:00
ocornut
11b3a7c8ca Merge branch 'master' into docking 2025-01-31 16:10:20 +01:00
ocornut
dbb5eeaadf Version 1.91.8 2025-01-31 16:08:17 +01:00
Konstantin Podsvirov
e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) 2025-01-31 14:11:33 +01:00
ocornut
ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356)
Amend error handling (fa178f4) to avoid us setting ImGuiWindowFlags_NoSavedSettings on the wrong window.
2025-01-30 14:34:51 +01:00
ocornut
fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) 2025-01-30 14:30:14 +01:00
ocornut
c2dcc80660 Docking: fixed ImGuiWindowFlags_DockNodeHost/ImGuiWindowFlags_NavFlattened clash introduced by c38c18c1a just for 1.91.7 (#8357) 2025-01-30 11:39:52 +01:00
ocornut
1dc776208e Fixed zealous GCC warning. (#8355)
Amend dfd1bc3
2025-01-29 20:15:42 +01:00
ocornut
c0308da665 Fixed zealous GCC warning. (#8355)
Amend dfd1bc3
2025-01-29 20:13:22 +01:00
ocornut
082595200d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-01-29 20:04:45 +01:00
ocornut
dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay"
"###NavUpdateWindowing" one should have zero side effect on anyone.
2025-01-29 19:59:41 +01:00
ocornut
a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355)
I don't have a specific issue in mind but it seems sane to add that test.
2025-01-29 19:07:28 +01:00
ocornut
dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 2025-01-29 19:05:18 +01:00
ocornut
4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable.
Amend 236006152
2025-01-28 14:39:10 +01:00
ocornut
ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 2025-01-27 18:04:44 +01:00
ocornut
75d99659c4 Docking: move DockTabItemStatusFlags stuff next to its peers in DC structure. 2025-01-27 15:48:20 +01:00
ocornut
db4e541306 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2025-01-27 15:45:26 +01:00
ocornut
9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) 2025-01-27 15:41:24 +01:00
ocornut
a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild()
As IsItemXXX() after is specced as returning title bar data we don't want to lock ourselves up from adding them to child window (e.g. MDI idea using windows to host child windows).
2025-01-27 14:39:26 +01:00
ocornut
134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
Also made some of the fields accessible after BeginChild() to match Begin() logic.
2025-01-27 12:41:31 +01:00
ocornut
5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 2025-01-27 12:27:15 +01:00
ocornut
81dab646ee Merge branch 'master' into docking 2025-01-25 01:15:30 +01:00
ocornut
96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) 2025-01-25 01:14:46 +01:00
ocornut
afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 2025-01-24 20:03:04 +01:00
ocornut
355cb589e3 Merge branch 'master' into docking, incl conflict merge in BeginMenuBar() for #8267
# Conflicts:
#	imgui_widgets.cpp
2025-01-24 19:40:54 +01:00
ocornut
8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 2025-01-24 19:32:30 +01:00
ocornut
4211fdc70b ImFont: compact comments in header section. 2025-01-24 17:49:34 +01:00
ocornut
9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 2025-01-24 16:54:59 +01:00
ocornut
53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. 2025-01-24 15:00:21 +01:00
ocornut
ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) 2025-01-24 14:59:37 +01:00
ocornut
bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 2025-01-24 14:43:16 +01:00
ocornut
9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887)
Amend e.g. 742b5f4c.
2025-01-24 14:39:07 +01:00
ocornut
10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 2025-01-23 11:31:32 +01:00
ocornut
71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 2025-01-22 16:56:18 +01:00
ocornut
64e738cae7 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-01-22 12:19:09 +01:00
ocornut
6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346)
Added ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg.
Removed ImGuiColorEditFlags_AlphaPreview.
2025-01-22 12:12:07 +01:00
ocornut
fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) 2025-01-22 11:28:47 +01:00
ocornut
d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 2025-01-22 10:37:39 +01:00
ocornut
3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. 2025-01-22 10:22:31 +01:00
David Maas
a3802c84fd Backends: SDL3: new viewport windows are created with the SDL_WINDOW_HIDDEN flag before calling SDL_ShowWindow(). (#8328
Unsure why it was missing from a526ff8c3
2025-01-22 10:02:24 +01:00
ocornut
bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2025-01-21 14:59:29 +01:00
David Maas
2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
ImAlphaBlendColors() was broken by ImLerp() change. (cd6c83c)
2025-01-21 14:26:00 +01:00
ocornut
7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) 2025-01-21 13:55:44 +01:00
ocornut
6e94f6cefb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_internal.h
2025-01-20 18:04:31 +01:00
ocornut
e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region.
Unlikely to meaningful affect anyone but still..
2025-01-20 18:00:03 +01:00
ocornut
4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 2025-01-20 15:24:46 +01:00
ocornut
8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. 2025-01-20 14:30:40 +01:00
Julian Rachele
aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) 2025-01-20 09:24:43 +01:00
Daniel K. O. (dkosmari)
aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 2025-01-18 17:26:36 +01:00
ocornut
80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. 2025-01-18 16:45:58 +01:00
ocornut
d7454de80a Font: minor tweak to struct alignment. 2025-01-17 18:09:28 +01:00
ocornut
dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 2025-01-17 17:11:22 +01:00
ocornut
487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. 2025-01-16 22:30:43 +01:00
ocornut
f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. 2025-01-16 19:46:54 +01:00
ocornut
b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 2025-01-16 19:08:39 +01:00
ocornut
4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 2025-01-16 17:42:00 +01:00
Diego Mateos
007735737a Ignore vscode artifacts (#8324) 2025-01-16 17:10:26 +01:00
ocornut
b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 2025-01-16 12:43:06 +01:00
ocornut
109dd2be5d Backends: Vulkan: VK_SUBOPTIMAL_KHR doesn't skip frame. (#7831, #7825) 2025-01-15 17:50:57 +01:00
ocornut
507cdba44e Backends: Vulkan: vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825) 2025-01-15 17:38:37 +01:00
ocornut
015186aaf8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_vulkan.cpp
2025-01-15 17:34:17 +01:00
ocornut
0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 2025-01-15 17:31:38 +01:00
ocornut
b9badb597a Backends: Vulkan: removed misleading code incrementing frameindex. (#7834)
Thanks NostraMagister!
2025-01-15 17:08:04 +01:00
ocornut
8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 2025-01-15 16:21:16 +01:00
ocornut
6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 2025-01-15 15:13:05 +01:00
ocornut
0e21bde77b Misc shallow merge to reduce diff in other branches. 2025-01-15 14:00:03 +01:00
ocornut
8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 2025-01-15 14:00:03 +01:00
ocornut
100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
+ minor tweaks to faciliate branch merging.
2025-01-15 12:15:24 +01:00
ocornut
c59a2267d0 Version 1.91.8 WIP 2025-01-15 11:58:47 +01:00
ocornut
c0ae3258f9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-01-14 13:46:39 +01:00
ocornut
5c1d2d1e4c Version 1.91.7 2025-01-14 13:29:25 +01:00
ocornut
9f8481a842 (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 2025-01-14 13:14:50 +01:00
ocornut
21902e2f53 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988)
Probably harmless. Amend 8bbccf7
2025-01-13 19:51:15 +01:00
ocornut
c38c18c1a0 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. 2025-01-13 19:39:57 +01:00
ocornut
c5f60942bd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 2025-01-13 19:19:30 +01:00
ocornut
290e402a02 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 2025-01-13 18:55:09 +01:00
ocornut
6fb7d44255 Backends: SDL2/SDL3: Comments. (#7672, #7670) 2025-01-13 17:40:38 +01:00
ocornut
32cea85331 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 2025-01-13 15:51:39 +01:00
ocornut
00f12b9a09 InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments.
Seems like there is no reason to not run that path. Amend ancient 9501cd99, f3ab5e625
2025-01-13 15:25:20 +01:00
ocornut
d0d571e0d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_internal.h
2025-01-13 14:30:57 +01:00
ocornut
a604d4f717 Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) 2025-01-13 14:09:41 +01:00
ocornut
a28ffa81c4 Docs: added more references to IsKeyDown(), InFlags. (#8317) 2025-01-13 13:35:26 +01:00
ocornut
1d962820d8 Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 2025-01-12 15:20:27 +01:00
ocornut
0b8ff4b238 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) 2025-01-09 23:29:44 +01:00
Daniel Walz
e7fb97208a Backends: Metal: Added missing IM_UNUSED (#8302) 2025-01-09 23:12:07 +01:00
ocornut
2f91176011 Merge branch 'master' into docking 2025-01-09 17:08:31 +01:00
ocornut
596e09770d Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) 2025-01-09 17:07:53 +01:00
ocornut
e799849272 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 2025-01-09 16:55:03 +01:00
Delta
8bbccf7a97 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988)
+Squashed: Optimized shader source code encoding by ocornut (#8163, #7998, #7988)
(squashed to avoid storing both in git history, 130 KB->62 KB)
2025-01-09 16:55:03 +01:00
ocornut
940d9540f3 Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
Amend bbd0a37bd, 40db2ca09
2025-01-09 15:28:48 +01:00
ocornut
c7983115e9 Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 2025-01-08 18:27:01 +01:00
ocornut
90094a871a Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 2025-01-08 18:13:53 +01:00
ocornut
1c67a3412e BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2025-01-08 14:55:51 +01:00
ocornut
960a6f14bf Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_metal.mm
#	imgui.cpp
2025-01-08 14:36:14 +01:00
ocornut
2b8545684c Refactor: moved Window Focus related functions to a dedicated section. 2025-01-08 14:22:37 +01:00
ocornut
bbbdc70f26 Refactor: moved FindBlockingModal() in its section. 2025-01-08 14:22:04 +01:00
Selim Sandal
e6a7c7689f Backends: Metal: Fixed memory leaks. (#8276, #8166) 2025-01-08 12:03:18 +01:00
ocornut
0514332474 Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 2025-01-08 11:44:00 +01:00
Arash Partow
63649e0359 Avoid clang/gcc warnings: -Wnontrivial-memaccess. (#8295) 2025-01-08 11:40:59 +01:00
ocornut
3115ae0815 Demo: Font selector combo sets default focus. 2025-01-07 14:53:00 +01:00
ocornut
cec8ff1885 Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180)
Broken by a2e2172
2025-01-06 18:41:17 +01:00
ocornut
f04d3cbdaa Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590)
Amend e94f95d
2025-01-06 18:28:01 +01:00
ocornut
af271e7330 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
DX9 and DX12 users can already alter the projection matrix (in undocumented ways, but possible)
2025-01-06 18:21:41 +01:00
ocornut
3cdf3f9411 Examples: Add Win32+Vulkan example: add multi-viewport support. (#8180) 2025-01-06 18:10:01 +01:00
ocornut
9cc0bf89bd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-01-06 17:59:22 +01:00
ocornut
93a93071a2 Examples: Add Win32+Vulkan example, amends. (#8180) 2025-01-06 17:58:37 +01:00
Jovan Ristic
38e606a153 Examples: Add Win32+Vulkan example. (#8180) 2025-01-06 17:40:11 +01:00
ocornut
a2e21727c0 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) 2025-01-06 17:35:20 +01:00
omar
dbf76f62f9 Update issue_template.yml 2025-01-06 17:17:48 +01:00
ocornut
e7e898ea17 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. 2025-01-06 16:12:39 +01:00
ocornut
d0021e1621 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2025-01-06 15:01:59 +01:00
ocornut
2f1194a296 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 2025-01-06 14:35:57 +01:00
ocornut
80aafbc81b Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) 2025-01-06 14:22:03 +01:00
juur
f169102c8e Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) 2025-01-06 14:16:10 +01:00
ocornut
a0f907933d Happy new year! 2025-01-06 14:07:06 +01:00
ocornut
c147a59bb0 Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2025-01-06 13:58:02 +01:00
Helodity
2d2c7d3f95 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 2025-01-06 13:54:39 +01:00
Admiral H. Curtiss
87f3109c1a Fix capitalization of ImGuiID in comment. (#8283) 2025-01-03 21:07:42 +01:00
ocornut
eb642a9535 InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
Broken by 32f1140
2024-12-22 17:54:46 +01:00
ocornut
6982ce43f5 InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
Broken by 32f1140
2024-12-22 17:53:09 +01:00
ocornut
5413a9a6b4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui_internal.h
2024-12-20 23:31:52 +01:00
ocornut
18929bd6d6 Internals: merge ScaleWindowsInViewport() from docking branch. 2024-12-20 23:26:21 +01:00
ocornut
2a600bddcb ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 2024-12-20 23:11:37 +01:00
ocornut
006721fbd6 Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 2024-12-20 22:56:05 +01:00
ocornut
7219fa65c0 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)"
This reverts commit 61d4bf95dc.
2024-12-20 17:20:57 +01:00
ocornut
61d4bf95dc Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) 2024-12-20 17:17:40 +01:00
ocornut
d30e102f3a Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer.
Amend f31d530.
2024-12-20 15:22:34 +01:00
ocornut
91e8f2b0fe Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) 2024-12-20 15:13:49 +01:00
ocornut
eed9502795 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) 2024-12-20 14:28:04 +01:00
ocornut
fd93229770 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 2024-12-19 18:14:22 +01:00
ocornut
9b0e61aaaa InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. 2024-12-19 15:13:22 +01:00
Tiamat-Defender
ae839620b9 Docs: Updated EXAMPLES.md (#8246) 2024-12-19 14:22:56 +01:00
ocornut
457fae24e7 Silence more zealous GCC warning. (#8241) 2024-12-18 18:13:55 +01:00
Raffaello Bertini
cd6c83cdcc Fixes GCC warnings (#8241) 2024-12-18 17:58:19 +01:00
ocornut
edef72d497 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-12-18 17:02:08 +01:00
ocornut
32f11402f9 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242)
Followup to e900571
Removed SetClipboardText() trick used in abd07f6d (#7925)
2024-12-18 16:53:38 +01:00
ocornut
e900571ac2 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) 2024-12-18 16:17:14 +01:00
ocornut
f31d53093b TestEngine: for consistency, title bar / window items are registered in _Menu layer. 2024-12-18 13:02:48 +01:00
ocornut
13c4084362 Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) 2024-12-16 10:51:33 +01:00
ocornut
f5f11e94be InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 2024-12-15 15:46:33 +01:00
ocornut
324d4bb140 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 2024-12-12 19:03:09 +01:00
ocornut
8237ab450e Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 2024-12-12 18:52:07 +01:00
ocornut
4ad5496474 Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) 2024-12-12 18:39:28 +01:00
ocornut
f9f4e22f6f InputText: some tidying up. (#7925) 2024-12-12 18:30:57 +01:00
ocornut
4cc464eadc BeginListBox(): Comments (#8220) 2024-12-12 16:44:20 +01:00
ocornut
1d069cf435 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). 2024-12-11 16:43:29 +01:00
Mahmood - Zer0xFF
e487eb9da0 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) 2024-12-11 15:41:24 +01:00
ocornut
f25665f360 Version 1.91.7 WIP 2024-12-11 15:37:16 +01:00
ocornut
947aa9c972 Merge branch 'master' into docking 2024-12-11 15:08:31 +01:00
ocornut
993fa34749 Version 1.91.6 2024-12-11 15:05:36 +01:00
Stewart Mccready
2ca83f0bc7 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) 2024-12-11 14:14:46 +01:00
ocornut
a9cd0f5e42 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_allegro5.cpp
#	backends/imgui_impl_allegro5.h
#	backends/imgui_impl_android.cpp
#	backends/imgui_impl_android.h
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl2.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl2.h
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	backends/imgui_impl_win32.h
#	imgui.cpp
2024-12-11 12:27:25 +01:00
ocornut
c3ffd4c53e Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) 2024-12-11 12:13:28 +01:00
ocornut
d78e823449 InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) 2024-12-09 15:00:04 +01:00
ocornut
d2645423de InputText: reactivating last activated InputText() doesn't restore horizontal scrolling.
Honestly not sure if the opposite is preferable or not (added commented out in the inactivate render path to test that).
Current behavior added along with recycling: f9928e96c7
2024-12-09 14:31:15 +01:00
ocornut
f3147f446a Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197)
Apparently as per specs works. I reckon the best way to confirm it is to try.
2024-12-09 12:58:32 +01:00
ocornut
921c22f5ad Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197)
Untested for GLFW example.
2024-12-09 12:56:38 +01:00
Thomas Hope
6b348622bb Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 2024-12-09 12:53:31 +01:00
ocornut
fce07bb1cb Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 2024-12-09 12:43:49 +01:00
bmarques1995
53dd7552dc Backends: DX12: let the user specifies the DepthStencilView format. (#8217)
This is particullarly important for those who use RenderPasses.
2024-12-09 12:23:09 +01:00
slowriot
2671f68f7f Don't enable SSE4 under Emscripten (#8213, #8169, #4933)
Amend 326dc95f9
2024-12-09 12:14:43 +01:00
ocornut
3f3c62a3c9 ScrollbarEx: clarify use of flags and make them optional. (#8215) 2024-12-09 11:43:00 +01:00
ocornut
18e5d769fd Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture().
Analoguous to 90dd510 for DX11.
2024-12-05 13:09:37 +01:00
ocornut
43fbd7ce84 Backends: standardized top of file comments. 2024-12-05 12:43:04 +01:00
ocornut
566558b17c Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 2024-12-05 12:25:02 +01:00
ocornut
ff2d6815ef Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2024-12-04 19:56:35 +01:00
Jack Holmes
6f6ac84228 Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 2024-12-04 18:59:51 +01:00
ocornut
70b6ba4240 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 2024-12-04 10:38:19 +01:00
Thomas Hope
923ca4765a Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 2024-12-02 13:38:47 +01:00
ocornut
43c51eb12d Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) 2024-12-02 13:23:18 +01:00
ocornut
ee2119d7cb imgui_freetype: Fix build broken by 19a1f2a (#8107) 2024-11-29 19:10:39 +01:00
ocornut
19a1f2a5d2 Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 2024-11-29 18:58:01 +01:00
Diego Mateos
9b26743c6b SliderAngle: only write back to value v_rad on value_changed. (#8193) 2024-11-29 13:31:11 +01:00
ocornut
dda7672008 Backends: Vulkan: removed sizeof(ImTextureID) check.
(not necessary anymore and it happens to when with a later coming change of ImTextureID, so best removed earlier).
2024-11-28 19:23:01 +01:00
ocornut
c1123fd8d0 Backends: Vulkan: small refactor to use a texture struct. 2024-11-27 14:57:38 +01:00
ocornut
90dd510df1 Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 2024-11-27 14:57:33 +01:00
ocornut
96877eb9c3 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867)
Amend 61ab94d
2024-11-27 12:38:12 +01:00
ocornut
2d660108b2 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 2024-11-27 12:34:16 +01:00
Teselka
326dc95f9c Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) 2024-11-27 12:23:27 +01:00
Teselka
e6dd8f626a Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 2024-11-27 12:20:00 +01:00
Arseny Kapoulkine
61ab94d553 Backends: Vulkan: Make descriptor pool optional (#8172, #4867)
Comments/amends by ocornut
2024-11-27 11:54:05 +01:00
ocornut
14d213ca85 Docking: Added an assert to clarify that ImGuiDockNodeFlags_CentralNode flag does not need to be passed to DockSpace(). (#8145) 2024-11-26 14:05:52 +01:00
ocornut
9b27329437 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 2024-11-25 19:11:40 +01:00
ocornut
5b7feebfd8 Backends: DX9: extract RGBA convert loop as we are going to need it more often. 2024-11-21 16:58:02 +01:00
ocornut
dfbf1b4f6b Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 2024-11-21 15:24:11 +01:00
ocornut
dad1047b04 Backends: Win32: Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
Amend fedf45c77
2024-11-21 15:01:21 +01:00
ocornut
cdf21f6773 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2024-11-21 14:52:04 +01:00
ocornut
20360e00ce Merge miscellaneous small changes to reduce drift with texture update branch.
- ImGuiDebugLogFlags_EventFont is yet unused.
2024-11-20 21:46:47 +01:00
ocornut
551b6c4d66 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. 2024-11-20 14:32:44 +01:00
ocornut
d0e870aad2 Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161)
Encoding as char to ensure compatibility with big endian (#81)
2024-11-20 14:16:34 +01:00
chuikingshek
5ae3dd52a0 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) 2024-11-20 13:45:42 +01:00
ocornut
eb0ad66d88 Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 2024-11-18 18:46:27 +01:00
ocornut
d66f4e5890 Asserting for invalid DpIScale values. (#8156) 2024-11-18 17:30:29 +01:00
ocornut
142827f7d8 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 2024-11-18 15:16:41 +01:00
ocornut
08400f5be7 Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 2024-11-15 19:15:28 +01:00
ocornut
40b2286d16 (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators.
Ref 7708
2024-11-15 19:15:25 +01:00
ocornut
3260ea6954 Examples: Win32+DX12: Tweaks. 2024-11-15 17:29:43 +01:00
ocornut
8082a84903 Examples: Win32+DX12: removed misleading parameters to RenderPlatformWindowsDefault(): the parameter is ignored by ImGui_ImplDX12_RenderWindow(). 2024-11-15 17:12:05 +01:00
ocornut
8be0723fb7 Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) 2024-11-13 16:55:06 +01:00
ocornut
e97b97467e Error Handling: fixed cases where recoverable error handling would crash. (#1651) 2024-11-12 19:09:00 +01:00
ocornut
3381ab423b Version 1.91.6 WIP + fixed typo in tooltip. 2024-11-12 11:56:21 +01:00
ocornut
368123ab06 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui_draw.cpp
2024-11-07 19:58:23 +01:00
ocornut
f401021d5a Version 1.91.5 2024-11-07 19:57:33 +01:00
ocornut
31b967f098 Fix 01d27a4 (sorry I cherry-picked from wrong branch) 2024-11-07 19:35:00 +01:00
ocornut
01d27a4acd Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 2024-11-07 19:33:25 +01:00
ocornut
419a9ada16 Ignore clang warning Wnontrivial-memaccess (#8129, #8135)
Amend 88e2327
Use void* cast in backend where the memset are infrequent.
2024-11-07 19:08:37 +01:00
ocornut
17bd417a3d AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 2024-11-07 14:58:15 +01:00
ocornut
3b683927ee imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 2024-11-07 14:39:54 +01:00
ocornut
3543dfda95 Docs: document removal of ImFont const qualifier as potentially breaking. 2024-11-06 18:14:44 +01:00
ocornut
d97bbf1904 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. 2024-11-06 18:08:15 +01:00
ocornut
d9f829dd71 Log/Capture: amend 772ca9e for docking. 2024-11-06 18:02:46 +01:00
ocornut
83660e37e3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glut.cpp
#	backends/imgui_impl_glut.h
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_demo.cpp
2024-11-06 17:58:35 +01:00
ocornut
df0776e931 (Breaking) Removed ImGuiKey_COUNT. (#4921) 2024-11-06 17:55:00 +01:00
ocornut
738d6db3e6 (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 2024-11-06 17:55:00 +01:00
ocornut
6f287dd16d (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 2024-11-06 17:54:59 +01:00
ocornut
fe2fa2d08e Comments (#8127) + Fixed warning (#8130) 2024-11-06 15:18:17 +01:00
Michael Böhme
57ab2b4226 Fixed unused function warning (#8130) 2024-11-06 15:17:01 +01:00
ocornut
ec2f1d69c8 Docs: word-wrap some the older changelogs. 2024-11-05 13:18:16 +01:00
ocornut
63234f8dd0 InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo.
Follow the refactors in #7925.
2024-11-05 11:32:02 +01:00
ocornut
c347d6944b Backends: GLFW: Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
Initially suggested by rokups. Rewrote for recent backends with a few tweaks to accomodate for variable WM unfocus timing.
2024-11-05 11:26:38 +01:00
ocornut
be2d006e2e Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h
As supposedly they were for stb_textedit.h which is now moved to imgui_draw.cpp
2024-11-05 10:50:49 +01:00
Maya Warrier
88e232739b Ignore clang warning Wnontrivial-memaccess (#8129)
Produced when memset(this, ..) is used on a non-trivially copyable type
2024-11-05 10:44:39 +01:00
Brotcrunsher
d4791f1bbe Fixed a comment typo. (#8128) 2024-11-05 10:12:52 +01:00
ocornut
82d0584e7b InputText: using CurLenA instead of TextA.Size for correctness. (#7925)
Was harmless because TextA is always zero-terminated, and TextA.Size >= CurLenA + 1.
2024-11-04 20:28:02 +01:00
ocornut
75f83de52a InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925)
There's a confusion between TextA.Size and CurLenA we should be merging them.
Amend 19accb14a
2024-11-04 20:22:10 +01:00
ocornut
f77d22837c Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 2024-11-04 14:24:54 +01:00
ocornut
a63220e3e0 Docking: fixed using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport(). (#8125) 2024-11-04 11:52:56 +01:00
ocornut
71c77c081a Demo: added a "Windows" section. 2024-10-30 15:41:45 +01:00
ocornut
772ca9e9a9 Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. 2024-10-30 15:38:58 +01:00
ocornut
f37a9a27e5 Log/Capture: reworked scope + decorating menus, tabs. 2024-10-30 15:38:58 +01:00
ocornut
a4fcc93f4a Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 2024-10-30 15:09:35 +01:00
ocornut
9a0dff1bc5 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 2024-10-29 14:26:02 +01:00
ocornut
0bde57c25a Font, Misc: remove qualifier from most font functions.
Fixed ClearOutputData() not clearing Used4kPagesMap (mostly harmless).
2024-10-29 11:48:37 +01:00
ocornut
ee1deccc08 Backends: Win32 + Viewports: remove current context change from ImGui_ImplWin32_WndProcHandler_PlatformWindow().
Amend fedf45c + cba656a. Amend 416cfdb9.
2024-10-28 17:41:56 +01:00
ocornut
9d6ec825cb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2024-10-28 17:27:38 +01:00
ocornut
3b8c7d0326 Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586)
+ GetIOEx(). Amend fedf45c + cba656a. Amend 416cfdb9.
2024-10-28 17:22:17 +01:00
ocornut
fedf45c77e Backends: Win32 + Viewports: tweak ImGui_ImplWin32_WndProcHandler_PlatformWindow() to be easier to rework in a parallal friendly way. (#8069) 2024-10-28 17:11:37 +01:00
ocornut
d67e2eea1a Backends: Win32: internal rename. 2024-10-28 16:44:32 +01:00
ocornut
81b689b969 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 2024-10-28 15:52:37 +01:00
ocornut
81cfe09657 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) 2024-10-28 15:45:46 +01:00
ocornut
646df39003 Examples: added SDL3+Vulkan example - enable multi-viewports. (#8084, #8085) 2024-10-24 18:18:42 +02:00
ocornut
942b64abfc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-10-24 18:15:51 +02:00
ocornut
ccb6646bae Examples: added SDL3+Vulkan example. (#8084, #8085) 2024-10-24 18:09:27 +02:00
ocornut
1039b7f543 Examples: added more build_win64.bat helpers. 2024-10-24 18:09:25 +02:00
ocornut
a908d73c16 Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) 2024-10-24 17:24:47 +02:00
Ronan Cailleau
943e26b16b Backends: SDL3: secondary viewports SDL_WindowFlags only inherit SDL_WINDOW_HIGH_PIXEL_DENSITY from the main window. (#8098, #2306)
Amend a526ff8c (#6146)
2024-10-24 17:14:10 +02:00
Nicolas Chavez
b4033b37ad Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) 2024-10-24 14:59:06 +02:00
Eugene Sandulenko
a855bd8df3 Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 2024-10-24 14:52:25 +02:00
ocornut
06092a9756 Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463)
Ref https://github.com/libsdl-org/SDL/issues/10454#issuecomment-2434187317
2024-10-24 14:47:23 +02:00
Eugene Sandulenko
062e580436 Fixed copy/paste error in DebugModeWindow() (#8094) 2024-10-24 09:26:57 +02:00
ocornut
4994e75852 Backends: DX12: Unmap() call specify written range.
The range is informational and may be used by debug tools.
2024-10-23 12:40:20 +02:00
ocornut
41f02825fc Version 1.91.5 WIP 2024-10-23 12:16:28 +02:00
ocornut
c71e4e8c7c Merge branch 'master' into docking 2024-10-18 22:04:08 +02:00
ocornut
99109c0b3b Amend Changelog, oops didn't get it in the previous commit. 2024-10-18 22:04:03 +02:00
ocornut
83b64b8be2 Version 1.91.4 2024-10-18 21:45:36 +02:00
ocornut
4e2126ee44 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_widgets.cpp
2024-10-18 18:59:27 +02:00
ocornut
ab9ce2a927 Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787)
Note: the NavCursorHideFrames addition is to support 88a354585 even though ConfigNavCursorVisibleAlways is set.
2024-10-18 18:54:46 +02:00
ocornut
3982cb35dc Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 2024-10-18 18:49:44 +02:00
ocornut
1ff9768aa3 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 2024-10-18 18:49:44 +02:00
ocornut
634a7ed988 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059)
+ Further internal renaming for consistency.
2024-10-18 18:49:44 +02:00
ocornut
0bae2db77f Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav.
Considering adding NavHighlightItemUnderMouse as well, but would require to resolve quite a few ambiguities and for a feature we don't have yet.
2024-10-18 18:49:44 +02:00
ocornut
0536ace2b6 Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
+ referenced in #8057, #3882, #3411, #2155, #3351, #4722, #1658, #4050.
2024-10-18 18:49:43 +02:00
ocornut
23b655f8e3 Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 2024-10-18 18:49:43 +02:00
ocornut
7a56b41124 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) 2024-10-18 18:49:43 +02:00
ocornut
db26fe7ca8 Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071)
Caused by 21d03edcb
2024-10-18 12:35:19 +02:00
ocornut
604f2fa84a InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065)
It was never correctly supported. Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit().
2024-10-17 15:42:11 +02:00
ocornut
38617a5ad3 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 2024-10-17 15:38:00 +02:00
ocornut
0f6a463fae Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. 2024-10-17 15:16:05 +02:00
ocornut
e6b5cafe65 Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 2024-10-17 15:11:35 +02:00
ocornut
706438a43c Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064)
83ecc84 was too not supporting widgets using ItemHoverable() directly + too complex.
Revert 83ecc84 in ButtonBehavior(), reimplement in UpdateMouseMovingWindowEndFrame()>
2024-10-17 11:39:23 +02:00
Pascal Thomet
04d9a04557 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607)
See #7927 for details.
2024-10-17 11:01:59 +02:00
ocornut
83ecc846dc Disabled: clicking a disabled item focuses parent window. (#8064) 2024-10-16 20:25:48 +02:00
ocornut
67e5f3505d InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 2024-10-16 19:56:20 +02:00
DOTTEL Gaël
971d243a87 Fixed typo (#8063) 2024-10-15 11:35:34 +02:00
ocornut
49a9eee33f Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924)
+ Removed obsolete header checks for IMGUI_DISABLE_METRICS_WINDOW.
2024-10-15 10:45:10 +02:00
ocornut
b0185efd24 Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
Regression in 1.91.3 commit 5109a77.
2024-10-14 19:36:50 +02:00
ocornut
50de550ecd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
Regression in 1.91.3 commit 5109a77.
2024-10-14 19:34:23 +02:00
ocornut
514a97a9b7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdlrenderer2.cpp
#	backends/imgui_impl_sdlrenderer2.h
#	backends/imgui_impl_sdlrenderer3.cpp
#	backends/imgui_impl_sdlrenderer3.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_demo.cpp
2024-10-14 19:23:23 +02:00
ocornut
42f47590f9 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation.
+ Backends: comments.
2024-10-14 19:22:05 +02:00
ocornut
fcdd58757a Backends: comments. 2024-10-14 19:13:04 +02:00
ocornut
97da66209c Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 2024-10-14 19:03:33 +02:00
ocornut
462d167456 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057)
Not fully honored in ItemHoverable/IsItemHovered, seems more destructive. This is mostly designed to avoid rectangle being rendered by large InvisibleButton() when ctrl+tabbing back to a window with a big one.
2024-10-14 17:57:51 +02:00
ocornut
ad37b79bca Nav: shallow tidying up. 2024-10-14 17:57:51 +02:00
ocornut
626d358e55 Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) 2024-10-14 17:10:36 +02:00
ocornut
b001038901 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200)
+ pressing escape to hide nav highlight doesn't clear location from when ctrl+tabbing back into same window later.
2024-10-14 16:57:34 +02:00
ocornut
ba5161740e Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) 2024-10-14 16:52:25 +02:00
ocornut
d885fe4dd0 (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 2024-10-14 15:29:24 +02:00
ocornut
349af8766c InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417)
+ Nav comments (#8059)
2024-10-14 13:53:13 +02:00
ocornut
20ae8bd4c3 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) 2024-10-14 10:22:24 +02:00
ocornut
c4bc674482 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
+ Retroactively add missing changelog item in 1.90
+ Backends: Vulkan: use GetTexID() for consistency.
2024-10-11 15:31:17 +02:00
ocornut
98d52b7b26 DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) 2024-10-11 13:29:13 +02:00
ocornut
f29e505d94 CI: remove --disableLicenseExpirationCheck. 2024-10-09 17:14:44 +02:00
ocornut
a0b811dd37 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 2024-10-09 16:39:36 +02:00
ocornut
9fbc313459 InputText: amend 661bba0. (#8048) 2024-10-09 14:02:28 +02:00
ocornut
661bba09ce InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) 2024-10-09 13:54:39 +02:00
ocornut
22503bfe75 Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable after initialization. (#5371) 2024-10-08 20:47:24 +02:00
ocornut
f3d242a90d Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) 2024-10-08 19:45:58 +02:00
ocornut
c3629adbeb Backends: Metal: fixed ImTextureID cast. (#1641)
Amend 92b9498
2024-10-08 14:34:41 +02:00
ocornut
6b8accbfa1 Fixed building when defining ImTextureID to a multi-token name. (#1641)
Amend 92b9498
2024-10-08 14:29:21 +02:00
ocornut
92b94980c6 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 2024-10-08 14:21:44 +02:00
ocornut
19b494df89 Examples: DirectX12: update Windows SDK version.
(VS2015 doesn't support latest)
2024-10-08 12:38:02 +02:00
ocornut
f890d85381 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590
Amend e94f95d
2024-10-07 22:12:09 +02:00
ocornut
fa9277d12d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	imgui.h
2024-10-07 22:05:57 +02:00
ocornut
42206b3d51 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 2024-10-07 22:02:55 +02:00
ocornut
74dd38d27c Backends: Vulkan: fixed warnings when building in 32-bit mode. 2024-10-07 21:53:46 +02:00
ocornut
e94f95d82b Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 2024-10-07 21:45:19 +02:00
ocornut
9bd5d8a240 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'.
This is likely to trigger merging issues. If it does, best to always get "theirs" and rename in there.
2024-10-07 17:57:11 +02:00
ocornut
1dde20ff4a Version 1.91.4 WIP 2024-10-07 17:39:28 +02:00
ocornut
b4c96355c9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-04 15:43:05 +02:00
ocornut
cb16568fca Version 1.91.3 2024-10-04 15:42:45 +02:00
ocornut
8db126188d Fixed static analyser warning. Amend b3c8747 2024-10-03 17:32:05 +02:00
ocornut
3d399bceca Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669) 2024-10-03 16:49:38 +02:00
ocornut
b3c87475a5 Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) 2024-10-03 16:26:44 +02:00
ocornut
3293ef8bbc Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports. (#7979, #5725) 2024-10-03 12:04:54 +02:00
ocornut
02b9797696 Backends: SDL3: fixes use of now removed SDL_bool. 2024-10-03 11:56:14 +02:00
ocornut
e80498f5e7 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-03 11:33:26 +02:00
ocornut
5109a77f69 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036) 2024-10-03 11:18:59 +02:00
ocornut
014b722963 Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036) 2024-10-03 11:18:59 +02:00
ocornut
f0575411c0 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
E.g. it would otherwise appear when releasing a color button payload.
2024-10-02 15:24:41 +02:00
ocornut
004f03945f TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
Amend 655fcf8
2024-09-30 20:01:06 +02:00
ocornut
655fcf8287 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 2024-09-30 19:40:16 +02:00
ocornut
03f007d4cd Comments (#1651) 2024-09-30 14:31:51 +02:00
ocornut
29cff2be06 Silence PVS Studio static analyzer false positives. 2024-09-28 16:54:45 +02:00
ocornut
793773209b Comments. Fixed warnings. 2024-09-27 19:37:48 +02:00
ocornut
ba14c70b02 Comments. Fixed warnings. 2024-09-27 19:28:54 +02:00
ocornut
d1ea03b872 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2024-09-27 19:03:25 +02:00
ocornut
199a44e31e Error Handling: fixed not rewinding to recorded tree and id stack size (#1651) 2024-09-27 19:00:57 +02:00
ocornut
30c29d291f Error Handling: enabled experimental recovery systems. (#1651, #5654)
Setup a couple of features to configure them, including ways to display error tooltips instead of assserting.
2024-09-27 19:00:56 +02:00
ocornut
8776678a46 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654)
This commit is not meant to be functional as-is (it will break test engine recovery). This is mostly to reduce/remove noise from upcoming commits.
2024-09-27 19:00:56 +02:00
ocornut
718a594b1e Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR(). (#1651, #5654) 2024-09-27 19:00:56 +02:00
ocornut
2360061520 Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654) 2024-09-27 19:00:56 +02:00
ocornut
26785fd873 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx().
This allows using FindHoveredWindowEx() from anywhere in the frame.
2024-09-27 15:06:05 +02:00
ocornut
797101a882 Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020) 2024-09-26 14:58:56 +02:00
ocornut
9644c51183 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651)
+ Comments
2024-09-25 18:59:08 +02:00
ocornut
d0107f5da2 Internals: misc tweaks to facilitate branch merging. 2024-09-24 21:59:51 +02:00
ocornut
aa81272900 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2024-09-24 20:31:26 +02:00
ocornut
726aad8e08 Refactor: moved ImGuiContext contructor to imgui.cpp 2024-09-24 20:24:51 +02:00
ocornut
44a73be6ea TestEngine: log calls don't need testing hook active.
Docs: tweak comments on BeginDisabled(false)/EndDisabled() pairs.
2024-09-24 20:22:53 +02:00
ocornut
bc77041b57 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651) 2024-09-23 16:45:28 +02:00
ocornut
d7cedd648b Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008) 2024-09-23 14:03:36 +02:00
Mark Sibly
7f81fbc542 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010) 2024-09-23 13:56:21 +02:00
ocornut
10fe2b674a Merge branch 'master' into docking 2024-09-20 18:43:48 +02:00
ocornut
fb410463e6 Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328) 2024-09-20 18:40:32 +02:00
ocornut
a727332e77 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328) 2024-09-20 18:08:13 +02:00
ocornut
4aeae5d718 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS. 2024-09-20 17:27:51 +02:00
ocornut
d0750ee4e7 Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651)
(doesn't affect test engine hook for it as trailing \n are trimmed anyhow)
2024-09-20 17:09:33 +02:00
ocornut
0af2c4ef76 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999) 2024-09-19 16:02:23 +02:00
ocornut
faca859043 Version 1.91.3 WIP 2024-09-19 15:51:06 +02:00
ocornut
bc77cccd31 Merge branch 'master' into docking 2024-09-19 14:52:43 +02:00
ocornut
a9f72ab681 Version 1.91.2 2024-09-19 14:47:13 +02:00
ocornut
42272505c9 Backends: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) 2024-09-19 14:25:01 +02:00
ocornut
cfae5ac71b Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)
Backends: Win32: Refactor ImGui_ImplWin32_KeyEventToImGuiKey() logic.
Ref #7672
2024-09-19 14:10:00 +02:00
ocornut
ae8688974b Merge branch 'master' into docking 2024-09-17 21:08:03 +02:00
ocornut
f7ba645398 InputText: fixed not filling callback's SelectionEnd. (#7925)
Broken by abd07f6
2024-09-17 21:07:15 +02:00
ocornut
e648dbb59d Tables: fixed auto-width columns when using synced-instances of same table. (#7218)
Amend d3c3514a5
2024-09-17 20:34:54 +02:00
ocornut
6aade6912a Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. 2024-09-17 18:52:12 +02:00
ocornut
dad9f45e3e Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369) 2024-09-17 18:27:31 +02:00
ocornut
71714eab53 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) 2024-09-17 18:09:02 +02:00
ocornut
11fba027e5 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) 2024-09-17 16:36:19 +02:00
RT2
1ab1e3c656 Backends: SDL3: rework implementation of ImGuiViewportFlags_NoTaskBarIcon. (#7989) 2024-09-17 16:07:42 +02:00
ocornut
6ce26ef11d AddFont: added assert to better detect uninitialized struct. (#7993) 2024-09-17 12:25:21 +02:00
ocornut
08b1496b7e Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2024-09-16 17:25:57 +02:00
ocornut
8ba7efb738 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 2024-09-16 17:23:33 +02:00
Aaron C Gaudette
1ac162f2b0 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523) 2024-09-16 16:26:13 +02:00
ocornut
4925695ae8 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925) 2024-09-16 14:52:42 +02:00
ocornut
7ac50bf77d InputText: more tidying up of selection search loop. 2024-09-16 14:42:58 +02:00
ocornut
aef07aea27 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode) 2024-09-16 14:36:25 +02:00
ocornut
b53d91a4c4 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925) 2024-09-16 14:15:43 +02:00
ocornut
44a74509af Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() on windows created by application (typically main viewport). 2024-09-16 13:56:25 +02:00
ocornut
510b6adc9b CI: disable month-long PVS Studio warning about expiring licence. 2024-09-16 12:09:14 +02:00
ocornut
8040c02b32 Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (#7985)
Amend 967073ba3
2024-09-16 12:05:25 +02:00
ocornut
dab63231d8 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. 2024-09-16 11:19:05 +02:00
ocornut
8326dabe5e Merge branch 'master' into docking 2024-09-12 23:19:26 +02:00
ocornut
4d00bf8add MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
See "widgets_multiselect_boxselect_2" test.
2024-09-12 23:13:32 +02:00
Yan Pujante
6dcb7be35f CI: amend build tests for emscripten (#7965)
+ Backends: GLFW: minor preemptive fix.
2024-09-12 20:23:01 +02:00
Yan Pujante
ac2ad79812 Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) 2024-09-12 19:50:50 +02:00
RT2
484764860d Backends: SDL3: added support for viewport->ParentViewportId field to support parenting windows at OS level. (#7973) 2024-09-12 19:35:31 +02:00
David Briscoe
52a6ab44b1 Doc: Fix typo. (#7974) 2024-09-12 19:24:37 +02:00
ocornut
dc6346b763 Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976)
Amend 0f63d3e9
2024-09-12 19:22:09 +02:00
ocornut
8807b01b28 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925) 2024-09-11 14:46:29 +02:00
ocornut
19accb14a9 InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925)
Refer to imgui_test_suite for tests.
2024-09-11 14:46:29 +02:00
ocornut
3d1e593b5b InputText: amends: fixed next/prev word implementation. (#7925)
+ replace IMSTB_TEXTEDIT_GETPREVCHARINDEX code with ImTextFindPreviousUtf8Codepoint().
2024-09-11 14:46:29 +02:00
ocornut
e240bc151a InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925) 2024-09-11 14:46:29 +02:00
ocornut
1674fe96ff InputText: amends: add stb_textedit_text() api. (#7925)
It seems sensible to push this change in stb_textedit repo eventually.
2024-09-11 14:46:29 +02:00
ocornut
d1b7817959 InputText: amends: renames, coding style. (#7925) 2024-09-11 14:46:29 +02:00
alektron
abd07f6d30 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925)
WIP (requires subsequent commits for fixes)
2024-09-11 14:46:29 +02:00
ocornut
68aa9a86ec Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
2024-09-10 16:29:14 +02:00
ocornut
67cd4ead65 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
Also #74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, #7472, #7581, #7724, #7926, #7937 and probably more.. Tagging to increase visibility!
2024-09-10 15:40:37 +02:00
Pascal Thomet
a8eec24405 Demo: fix some id conflicts. (#7961) 2024-09-09 21:07:29 +02:00
scribam
4236bc088f Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190) 2024-09-09 17:33:28 +02:00
ocornut
7694e89e89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-09-09 16:54:40 +02:00
ocornut
15cb7d61f9 InputText: moved imstb_textedit.h include to imgui_widgets.cpp 2024-09-09 16:52:16 +02:00
ocornut
ca5701d458 InputText: moved all ImGuiInputTextState functions to not be inline. 2024-09-09 16:29:47 +02:00
ocornut
21d03edcb0 InputText: renamed namespace from stb_texture structure and added an indirection. 2024-09-09 16:22:55 +02:00
ocornut
a2366f9022 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660) 2024-09-06 11:45:32 +02:00
ocornut
a5cf4fe374 InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. 2024-09-05 20:45:07 +02:00
ocornut
d16cb171c6 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369) 2024-09-05 20:16:37 +02:00
ocornut
193c1e2366 Version 1.91.2 WIP 2024-09-05 20:03:23 +02:00
ocornut
d0b742efde CI: build with Clang C++26 on Linux. (#7954) 2024-09-05 15:30:29 +02:00
ocornut
4a1a38f7ed CI: Amend 943fd21. 2024-09-05 15:28:41 +02:00
ocornut
943fd216ec CI: Amend e3cb016. 2024-09-05 15:19:04 +02:00
ocornut
e3cb016328 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954) 2024-09-05 15:15:49 +02:00
CrackedMatter
41eebc87a0 Fixed C++26 invalid enum operation (#7954) 2024-09-05 12:04:28 +02:00
ocornut
f63c95a076 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-09-04 16:58:44 +02:00
ocornut
1dfbb100d6 Version 1.91.1 2024-09-04 16:53:43 +02:00
ocornut
f75cf62d2f Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933)
TableGetMaxColumnWidth() was using MinX from previous column. Storing info in column. Still incorrect interleaved data for multi-instances but it covers majority of use cases.
2024-09-04 15:46:24 +02:00
ocornut
8dd33839f0 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933)
Was reading ClipRect from last frame.
2024-09-04 15:24:22 +02:00
ocornut
722a2a12fb Tables: comments. (#7937) 2024-09-04 14:42:00 +02:00
ocornut
776813416b PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072) 2024-09-03 21:55:26 +02:00
ocornut
afb15e9795 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072) 2024-09-03 21:49:35 +02:00
ocornut
f99febfd6f Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143)
Perhaps a better approach would be to: store last non-zero ID + count successive zero ID and combine then.
2024-09-03 21:19:25 +02:00
ocornut
a93f7db875 Misc merge/small stuff from docking to reduce drift.
Among other things:
- merged cfd23957 (#7940, #7823), also see ac64b6563 (#6716): moved above on 2023/08/14 in both branches.
- moving the RenderDimmedBackgrounds() call, from f422e782, see 676497fe intently undoing ac64b65 -> confusing. (#6716)
2024-09-03 20:55:00 +02:00
ocornut
6d70c2dc73 Viewports: fixed misuse of inset_max.y, which typically would have broken using BeginViewportSideBar() with ImGuiDir_Down, regression from 1.91.0. (#7940, #7823)
Amend cfd23957f
2024-09-03 20:02:04 +02:00
Yan Pujante
30dcdcbe73 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660) 2024-09-03 19:32:00 +02:00
Yan Pujante
07be01767a Demo: added emscripten version. (#7915) 2024-09-03 19:26:29 +02:00
ocornut
6af9ac29ec Backends: SDL3: following SDL3 reverting their change, result of SDL_GetDisplays() must be freed. (#7809)
Reverts 271910e
2024-09-03 19:13:45 +02:00
ocornut
4832027eb6 Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. 2024-09-03 19:11:51 +02:00
Matt Guerrette
6a7319543c Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807) 2024-09-03 18:50:10 +02:00
ocornut
ee9e3a2ed6 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
+ Debug Log: add details about closed popups.
2024-09-03 18:34:18 +02:00
omar
4a06fe59b4 Update FONTS.md (#7944) 2024-09-03 15:32:40 +02:00
James Wrigley
28caa22356 Fix minor typo (#7943) 2024-09-03 00:50:20 +02:00
tanoxyz
1d88609043 Changed call from cosf to ImCos (#7939) 2024-09-01 11:40:48 +02:00
ocornut
226e0d579d Fixed duplicate declaration of GetPlatformIO() in header. (#7917) 2024-08-25 15:07:36 +02:00
ocornut
8c4dceba08 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 2024-08-23 19:40:47 +02:00
ocornut
4fc187dc60 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-08-23 19:19:22 +02:00
ocornut
864a2bf6b8 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) 2024-08-23 19:12:54 +02:00
ocornut
a131c3e611 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752) 2024-08-23 18:24:44 +02:00
ocornut
947961b7b4 Fixed Clang17 C++26 warning. (#7383)
Unable to repro locally for now.
2024-08-23 15:51:05 +02:00
ocornut
0b9adc2c79 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders.
Amend 7713c2925 + renamed similar argument in other functions.
2024-08-23 15:28:42 +02:00
ocornut
1e939fcc32 Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973) 2024-08-23 14:56:09 +02:00
BillKek
088e6fc047 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544) 2024-08-23 14:19:36 +02:00
ocornut
438f9e1a3e InputText: amend d474ed7 for static analysis. (#7913) 2024-08-23 14:14:11 +02:00
Mark Jansen
ce484301c0 CI: Add manual trigger for 'workflow_run' builds (#7865) 2024-08-23 14:12:18 +02:00
ocornut
d474ed7f78 InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383) 2024-08-23 12:47:40 +02:00
ocornut
8b37da74db Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:28:30 +02:00
ocornut
d15da2c47d Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:27:50 +02:00
ocornut
fed4841bd4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-08-22 20:26:59 +02:00
ocornut
5de7f69cbb (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390) 2024-08-22 20:12:23 +02:00
ocornut
214977e5fd IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn. 2024-08-22 20:12:23 +02:00
ocornut
e54f240ea0 IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278) 2024-08-22 20:12:12 +02:00
ocornut
9ff60ae31d IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660) 2024-08-22 20:11:55 +02:00
ocornut
ba2f4a2cd5 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660) 2024-08-22 20:11:36 +02:00
ocornut
e6460722ea IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty. 2024-08-22 18:17:42 +02:00
ocornut
8e40104795 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString(). 2024-08-22 18:13:34 +02:00
ocornut
bf75504d7a Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
+ tweak existing function to early out on error.
2024-08-22 13:55:42 +02:00
ocornut
521f84a3a9 InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
Amend 66f0fb986, c5db276521
2024-08-21 14:26:53 +02:00
ocornut
8a946b69e9 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode).
See https://github.com/ocornut/imgui_club/pull/46
2024-08-21 13:26:33 +02:00
Pavel Rojtberg
59e69dc6df ImGuiSelectionBasicStorage constructor needs visibility (#7906) 2024-08-21 09:14:52 +02:00
ocornut
e471206b08 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) 2024-08-20 17:54:42 +02:00
ocornut
eb7201b902 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) 2024-08-20 15:37:12 +02:00
ocornut
ecb1962013 IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features. 2024-08-20 12:15:54 +02:00
ocornut
092c88dc7b IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
Amend fa2b318d. Refer to regression test "inputs_io_inputqueue" amended for IMGUI_VERSION_NUM >= 19102
2024-08-19 19:02:27 +02:00
ocornut
fabceaf036 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit. 2024-08-19 18:28:56 +02:00
ocornut
61313a7589 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832) 2024-08-19 16:31:49 +02:00
ocornut
ea01c63e36 Backends: SDL2, SDL3: amend filtering logic for it to work with multi-viewports. (#7853) 2024-08-19 14:46:53 +02:00
ocornut
24b077c7f8 Merge branch 'master' into docking (multi-viewport broken until next commit)
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-08-19 14:44:35 +02:00
ocornut
2d99052d1d Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853)
This will be used to support filtering of events with multi-viewports.
2024-08-19 14:43:43 +02:00
ocornut
1b61d55079 Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
2024-08-19 14:43:40 +02:00
Anonymous Maarten
591a18a9c4 Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) 2024-08-19 13:54:39 +02:00
ocornut
65840c19c4 Backends: SDL2, SDL3, Win32: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902)
I am not too confident on this but I believe pushing this is the fastest way we will get feedback.
2024-08-19 12:19:06 +02:00
RT2
fa65dcf24c Backends: SDL2, SDL3: Replace Win32 hack with SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN hint. (#7896) 2024-08-19 12:15:29 +02:00
Nicolas Noble
fbafc33376 Backends: GLFW: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902) 2024-08-19 11:51:53 +02:00
ocornut
29fadad193 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) 2024-08-13 14:30:35 +02:00
lunarlattice
45e7f7827a Examples: SDL2+SDLRenderer: fixed return value. (#7876) 2024-08-09 12:27:38 +02:00
ocornut
7b6314f47d Viewports: don't call platform_io.Platform_GetWindowWorkAreaInsets() before window creation. (#7823)
Amend a18f020
2024-08-07 16:55:56 +02:00
ocornut
3232070d3a Demo: Fixed truncation warning. (#7857) 2024-08-07 12:48:13 +02:00
Mark Jansen
4b654db904 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864) 2024-08-06 20:27:23 +02:00
ocornut
8cc6eee295 Fonts: amend assert when glyph range data seems incorrect. (#7856) 2024-08-03 15:25:47 +02:00
ocornut
6864a7f839 Window refresh policy: extend tests to any window in the begin stack. (#7797) 2024-08-01 22:40:09 +02:00
ocornut
531364d728 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797)
Amend d4495446d. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
2024-08-01 22:26:12 +02:00
ocornut
a18f020072 Viewports: added platform_io.Platform_GetWindowWorkAreaInsets() hook. (#7823) 2024-08-01 19:10:22 +02:00
ocornut
d8c98c8c14 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-08-01 19:07:53 +02:00
ocornut
cfd23957fb Viewports: rework viewport's WorkOffset (positive top-left, negative top-right0 into WorkInset (positive everywhere). (#7823) 2024-08-01 19:04:46 +02:00
ocornut
9f8f5e1145 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850) 2024-08-01 17:28:47 +02:00
ocornut
2981a10c53 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850) 2024-08-01 17:16:13 +02:00
Mark Jansen
5e7dc72c92 Examples: SDL3: Update readme to use SDL3_DIR (#7846) 2024-08-01 00:04:34 +02:00
ocornut
fd57b252ac Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844)
Amend 8874787, 71ee2ce
Amend ea39841f (emscripten_mainloop_stub.h)
2024-07-31 17:47:38 +02:00
ocornut
71ee2ce367 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper.
2024-07-31 17:33:24 +02:00
ocornut
887478793b Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) 2024-07-31 17:11:13 +02:00
ocornut
dcf54782d4 Version 1.91.WIP 2024-07-31 16:34:28 +02:00
ocornut
139e99ca37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2024-07-30 16:57:42 +02:00
ocornut
8199457a7d Version 1.91.0 2024-07-30 16:56:31 +02:00
ocornut
ec9a4ef487 Clipper: accept that no item have been submitted if in indeterminate Begin(INT_MAX) mode. (#1311, #3823) 2024-07-30 12:22:29 +02:00
ocornut
1b44e40444 Demo: re-use tree data. Fix property editor vertical alignment. Tweak recent memory allocation monitor. 2024-07-30 11:58:30 +02:00
SPeak
1f634f1d94 Eaxmples: Android: Fix build failed issue. (#7832)
set android:exported to true (IntentFilter)

Signed-off-by: Sunrisepeak <speakshen@163.com>
2024-07-29 23:55:02 +02:00
ocornut
6df1a06fc3 Merge branch 'master' into docking 2024-07-29 23:18:54 +02:00
ocornut
ce3a8d7c79 Demo: MultiSelect: added tree demo. (#6990, #3823, #1861) 2024-07-29 22:46:56 +02:00
ocornut
c2a3d5e47b Comments, minor tweaks to ImGuiTextFilter. 2024-07-29 22:34:34 +02:00
ocornut
df38704926 Added SetNextItemStorageID() for tree nodes. (#7553, #6990, #3823, #1131)
Undo/amend 7c6d4ff.
2024-07-29 22:31:52 +02:00
ocornut
e212511047 Backends: Vulkan: ImGui_ImplVulkan_SwapBuffers() still proceeds increasing counts on VK_SUBOPTIMAL_KHR. (#7825, #3881)
Amend 085cff2f
2024-07-29 15:48:54 +02:00
ocornut
b847c41437 MultiSelect: BoxSelect: fixed using in frozen table. (#7821, #5143) + added Demo.
Amend 0b4a1a40
2024-07-29 15:35:57 +02:00
ocornut
249d5caedb Tables: storing LastFrozenHeight for frozen requests that don't have actual freezing due to zero scrolling. (#7821, #5143)
Amend 0b4a1a40
(ignore whitespace to view this patch easily)
2024-07-29 15:20:06 +02:00
ocornut
5c9825c16d Viewports: update fallback monitor to primary monitor if there's one.
Amend 4b9bc490.
+ metrics: display fallback monitor.
2024-07-29 12:28:42 +02:00
Rémi Hérilier
c7b9256097 Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from the hovered state. (#7820)
Demo: Make the Widget/List boxes show how to use forced highlighting.
2024-07-29 12:05:08 +02:00
Laurent Dufresne
96460a8a12 InputText: Added '\' and '/' as word seperator. (#7824, #7704)
Adding those seperators means that ctrl+(left|right)-arrows and ctrl+backspace will stop at slashes, which is more inline with how most software works and generally is very convenient when dealing with paths or urls.
2024-07-29 11:23:47 +02:00
ocornut
79e83d6535 Docs: misc update. 2024-07-29 11:17:31 +02:00
ocornut
d42fa46dc6 Misc micro-optimizations related to hot-path of dealing with a large clipped tree.
Halved times by two in MSVC Debug x64.
2024-07-26 15:28:08 +02:00
ocornut
692bee5f22 Added GetID(int) variant for consistency. (#7111) 2024-07-26 15:28:06 +02:00
ocornut
b3ba6b3095 Added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723) 2024-07-26 14:07:29 +02:00
ocornut
3f9a90e2a3 Docs: added extraneous link to Getting Started section. 2024-07-25 16:59:40 +02:00
ocornut
3552df562e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2024-07-25 16:41:56 +02:00
ocornut
b20f62b162 Obsoleted GetContentRegionMax(). 2024-07-25 16:20:44 +02:00
ocornut
4227402b2f Internals: removed GetContentRegionMaxAbs() which was only meaningfully used in place of GetContentRegionAvail(). 2024-07-25 16:10:18 +02:00
ocornut
055b2e80fb Moved everyone's best friend GetContentRegionAvail() to a more prominent position. 2024-07-25 16:09:46 +02:00
ocornut
aad86b8756 Obsoleted GetWindowContentRegionMin() and GetWindowContentRegionMax().
You should never need those functions. You can do everything with GetCursorScreenPos() and GetContentRegionAvail().
2024-07-25 15:53:55 +02:00
ocornut
55f54fa512 Internals: comment out obsolete g.ActiveIdUsingNavInputMask obsoleted two years ago. (#4921, #4858, #787, #1599, #323)
Use SetKeyOwner(ImGuiKey_Escape, g.ActiveId); instead. Amend 8b8a61bd
2024-07-25 15:11:08 +02:00
ocornut
ed356dc181 MultiSelect: BoxSelect: fixed box-select from void setting nav id multiple times. 2024-07-25 14:46:25 +02:00
ocornut
237165a935 MultiSelect: fixed an issue caused by previous commit.
Amend a285835. Breaks box-select.
2024-07-24 19:16:12 +02:00
ocornut
a285835ac4 MultiSelect: add internal MultiSelectAddSetAll() helper. 2024-07-24 19:00:36 +02:00
ocornut
79b77d91c9 MultiSelect: sequential SetRange merging not generally handled by box-select path, useful for others. 2024-07-24 18:47:50 +02:00
ocornut
e3da939b86 Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
See "layout_group_endtable" test.
2024-07-24 18:41:51 +02:00
ocornut
b67b375ae6 Debug Log: fixed incorrect checkbox layout when partially clipped., doesn't parse 64-bits hex value as ImGuiID lookups. 2024-07-24 16:04:10 +02:00
ocornut
97c6f4047c CollapsingHeader: left-side outer extend matches right-side one (moved left by one pixel)
Amend c3a348aa2
2024-07-24 14:20:17 +02:00
ocornut
1230b4410c Internals, TreeNode, Selectable: tweak span_all_columns paths for clarity. 2024-07-24 14:11:26 +02:00
ocornut
4d8c56c813 Internals, TreeNode: indent all render block into its own scope (aim is to add a is_visible test there later) 2024-07-24 14:03:59 +02:00
chenqiudu
aa0f6b37bd Backends: OSX: fixed NSAppKitVersion version limit for setWantsBestResolutionOpenGLSurface usage. (#7814) 2024-07-23 15:20:38 +02:00
Cyao
fe09ebbe0a Backends: OpenGL3: Fixed unsupported option warning with apple clang (#7810) 2024-07-22 21:10:35 +02:00
ocornut
271910e349 Backends: SDL3: Update for API changes: SDL_GetDisplays() memory ownership change. (#7809) 2024-07-22 19:43:59 +02:00
ocornut
3fab2bb7be Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2024-07-22 19:41:39 +02:00
ocornut
605c8d7110 Demo: Property Editor: using ImGuiChildFlags_NavFlattened now that a bug is fixed. Fixed static analyzer. 2024-07-22 15:05:15 +02:00
ocornut
97ff9bd370 Nav: fixed c licking window decorations (e.g. resize borders) from losing focused item when within a child window using ImGuiChildFlags_NavFlattened.
In essence, using ImGuiFocusRequestFlags_RestoreFocusedChild here is a way to reduce changes caused by FocusWindow(), but it could be done more neatly.
See amended "nav_flattened" test.
2024-07-22 15:04:25 +02:00
ocornut
c3dca77a19 Demo: rework Property Editor. 2024-07-22 14:49:16 +02:00
ocornut
fd994943c2 Added a comment hinting at how to set IMGUI_API for shared librairies on e.g. Linux, macOS (#7806) 2024-07-22 11:06:49 +02:00
Thomas Stehle
da36336321 TabBar, Style: added style option for the size of the Tab-Bar Overline (#7804)
Amend 21bda2e.
2024-07-22 10:58:16 +02:00
ocornut
eb72b5a8ee Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807) 2024-07-22 10:49:22 +02:00
ocornut
02cc7d451c Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2024-07-19 18:49:25 +02:00
ocornut
f9cda1fa24 Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) 2024-07-19 18:39:07 +02:00
ocornut
b6e313bc05 MultiSelect: using ImGuiMultiSelectFlags_NoRangeSelect ensure never having to interpolate between two ImGuiSelectionUserData. 2024-07-19 16:42:14 +02:00
ocornut
168ef39984 Demo: moved menu bar code to its own function. 2024-07-19 15:46:51 +02:00
ocornut
57eea6746e Demo: moved some fields inside a struct. 2024-07-19 15:40:50 +02:00
ocornut
2546d0a0db Demo: moved ExampleTreeNode, ExampleMemberInfo above in the demo file. Tidying up index.
+ change ExampleTreeNode::UID from ImGuiID to int to not suggest that the user ID needs to be of a certain type
2024-07-19 14:52:24 +02:00
ocornut
fd77815f9f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2024-07-18 18:22:26 +02:00
ocornut
d7e605d430 Merge branch 'features/range_select' 2024-07-18 18:21:31 +02:00
ocornut
02c31a8dd1 MultiSelect: added Changelog for the feature. Removed IMGUI_HAS_MULTI_SELECT. 2024-07-18 18:19:22 +02:00
ocornut
2688562fd2 MultiSelect: Better document how TreeNode() is not trivially usable yet.
Will revert when the time is right.
2024-07-18 18:19:22 +02:00
ocornut
7814518049 MultiSelect: ImGuiSelectionBasicStorage: optimized for smaller insertion amounts in larger sets + fix caling batch select with same value. 2024-07-18 18:19:22 +02:00
ocornut
1b63522446 MultiSelect: Box-Select: handle Esc to disable box-select.
This avoid remove a one-frame delay when finishing box-select, where Esc wouldn't be routed to selection but to child.
2024-07-18 18:19:22 +02:00
ocornut
2697cfe354 MultiSelect: Box-Select: uses SetActiveIdUsingAllKeyboardKeys() to avoid nav interference, much like most drag operations. 2024-07-18 18:19:22 +02:00
ocornut
7d4de84ee3 MultiSelect: added courtesy ImGuiMultiSelectFlags_NavWrapX flag so we can demo this until a nav api is designed. 2024-07-18 18:19:22 +02:00
ocornut
d411c9054a MultiSelect: minor tidying up.
Checkbox() was reworked in master effectively fixing render clipping when culled by BoxSelect2d's UnclipMode.
2024-07-18 18:19:22 +02:00
ocornut
3f34c83bc6 MultiSelect: added ImGuiMultiSelectFlags_NoAutoClearOnReselect + tweak flags comments. (#7424) 2024-07-18 18:19:21 +02:00
ocornut
529c73ba21 MultiSelect: Shift+Tab doesn't enable Shift select on landing item. 2024-07-18 18:19:21 +02:00
ocornut
a8a1f29512 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect2d. Which include not assuming one flag imply the other.
Amend 2024/05/31 commit.
2024-07-18 18:19:21 +02:00
ocornut
c52346850d MultiSelect: ImGuiSelectionBasicStorage: added PreserveOrder, maintain implicit order data in storage.
Little tested but provided for completeness.
2024-07-18 18:19:21 +02:00
ocornut
df664329cb MultiSelect: provide RangeDirection to allow selection handler to handler backward shift+click. 2024-07-18 18:19:21 +02:00
ocornut
3ac367ff41 MultiSelect: ImGuiSelectionBasicStorage: (breaking) rework GetNextSelectedItem() api to avoid ambiguity/failure when user uses a zero id. 2024-07-18 18:19:21 +02:00
ocornut
f472f17054 Demo: Assets Browser: added a way to disable sorting and hide sorting options.
This is mostly designed to showcase that on very large sets (e.g. 1 million) most of the time is likely spent on sorting.
2024-07-18 18:19:21 +02:00
ocornut
c07864f64a MultiSelect: ImGuiSelectionBasicStorage: move function bodies to cpp file.
+ make ImGuiStorage::BuildSortByKey() less affected by msvc debug mode.
2024-07-18 18:19:21 +02:00
ocornut
2af3b2ac81 MultiSelect: ImGuiSelectionBasicStorage: simplify by removing compacting code (compacting may be opt-in?).
GetNextSelectedItem() wrapper gives us more flexibility to work on this kind of stuff now.
2024-07-18 18:19:21 +02:00
ocornut
e61612a687 MultiSelect: ImGuiSelectionBasicStorage: rework to accept massive selections requests without flinching.
Batch modification + storage only keeps selected items.
2024-07-18 18:19:21 +02:00
ocornut
e1fd25051e MultiSelect: ImGuiSelectionBasicStorage: added GetNextSelectedItem() to abstract selection storage from user. Amend Assets Browser demo to handle drag and drop correctly. 2024-07-18 18:19:21 +02:00
ocornut
c3d7aa252b MultiSelect: comments, header tweaks., simplication (some of it on wiki). 2024-07-18 18:19:21 +02:00
ocornut
db4898cb91 MultiSelect: added ImGuiSelectionExternalStorage helper. Simplify bool demo. 2024-07-18 18:19:20 +02:00
ocornut
f9caf4447a MultiSelect: fixed ImGuiSelectionBasicStorage::Swap() helper. 2024-07-18 18:19:20 +02:00
ocornut
c94cf6f01f MultiSelect: added ImGuiSelectionBasicStorage::GetStorageIdFromIndex() indirection to be easier on the reader.
Tempting to make it a virtual.
2024-07-18 18:19:20 +02:00
ocornut
ab995d3d4f MultiSelect: (breaking) Added 'items_count' parameter to BeginMultiSelect(). Will enable extra features, and remove equivalent param from ImGuiSelectionBasicStorage::ApplyRequests(. 2024-07-18 18:19:20 +02:00
ocornut
443b034895 MultiSelect: mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. 2024-07-18 18:19:20 +02:00
ocornut
f6b5caf82c MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect1d, ImGuiMultiSelectFlags_BoxSelect2d -> ImGuiMultiSelectFlags_BoxSelect.
ImGuiMultiSelectFlags_BoxSelect1d being an optimization it is the optional flag.
2024-07-18 18:19:20 +02:00
ocornut
7bbbbea200 MultiSelect: Box-Select: fixes for checkboxes support. Comments. 2024-07-18 18:19:20 +02:00
ocornut
2f56df4839 MultiSelect: (breaking) renamed ImGuiSelectionBasicStorage::AdapterData to UserData. 2024-07-18 18:19:20 +02:00
ocornut
1113f13f83 MultiSelect: Box-Select: fixed "when dragging from void" implementation messing with calling BeginMultiSelect() without a selection size. 2024-07-18 18:19:20 +02:00
ocornut
81548cb6bf MultiSelect: added GetMultiSelectState() + store LastSelectionSize as provided by user, convenient for quick debugging and testing. 2024-07-18 18:19:20 +02:00
ocornut
dc0a1682e3 MultiSelect: Box-Select: when dragging from void, first hit item sets NavId by simulating a press, so navigation can resume from that spot. 2024-07-18 18:19:20 +02:00
ocornut
65ebc0513b MultiSelect: Box-Select: minor refactor, tidying up. 2024-07-18 18:19:20 +02:00
ocornut
9435a3185a RangeSelect/MultiSelect: (Breaking) Added current_selection_size to BeginMultiSelect().
Required for shortcut routing so we can e.g. have Escape be used to clear selection THEN to exit child window.
2024-07-18 18:19:19 +02:00
ocornut
955210ae5b MultiSelect: Demo: use Shortcut().
Got rid of suggestion to move Delete signal processing to BeginMultiSelect(), seems unnecessary.
2024-07-18 18:19:19 +02:00
ocornut
0be238ec58 MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (#7424) 2024-07-18 18:19:19 +02:00
ocornut
e7a734f78d MultiSelect: added ImGuiMultiSelectFlags_NoAutoSelect, ImGuiMultiSelectFlags_NoAutoClear features + added Checkbox Demo
Refer to "widgets_multiselect_checkboxes" in imgui_test_suite.
2024-07-18 18:19:19 +02:00
ocornut
a639346fba MultiSelect: Demo: make various child windows resizable, with synched heights for the dual list box demo. 2024-07-18 18:19:19 +02:00
ocornut
2111e3597b MultiSelect: Comments + tweaked location for widgets to test ImGuiItemFlags_IsMultiSelect to avoid misleading into thinking doing it before ItemAdd() is necessary. 2024-07-18 18:19:19 +02:00
ocornut
dbc67bbf23 MultiSelect: Simplified ImGuiSelectionBasicStorage by using a single SetItemSelected() entry point. 2024-07-18 18:19:19 +02:00
ocornut
f36a03c317 MultiSelect: (Breaking) merge ImGuiSelectionRequestType_Clear and ImGuiSelectionRequestType_SelectAll into ImGuiSelectionRequestType_SetAll., rename ImGuiSelectionRequest::RangeSelected to Selected.
The reasoning is that it makes it easier/faster to write an adhoc ImGuiMultiSelectIO handler (e.g. trying to apply multi-select to checkboxes)
2024-07-18 18:19:19 +02:00
ocornut
b13a78e6b2 MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow. 2024-07-18 18:19:19 +02:00
ocornut
9337151a01 MultiSelect: Box-Select: Fixed initial drag from not claiming hovered id, preventing window behind to move for a frame. 2024-07-18 18:19:19 +02:00
ocornut
3141d87ef8 MultiSelect: Box-Select: Fixed CTRL+drag from void clearing items. 2024-07-18 18:19:18 +02:00
ocornut
8312c75fef MultiSelect: Added ImGuiMultiSelectFlags_NoRangeSelect. Fixed ImGuiMultiSelectFlags_ScopeRect not querying proper window hover. 2024-07-18 18:19:18 +02:00
ocornut
d439f590ab MultiSelect: Comments + Assets Browser : Tweak colors. 2024-07-18 18:19:18 +02:00
ocornut
6c4bf8e56e MultiSelect: Fixed ImGuiSelectionBasicStorage::ApplyRequests() incorrectly maintaining selection size on SelectAll. 2024-07-18 18:19:18 +02:00
ocornut
f3d77d8e71 MultiSelect: Box-Select: Further refactor to extra mode code away from multi-select function into box-select funcitons. 2024-07-18 18:19:18 +02:00
ocornut
907268a430 MultiSelect: Box-Select: Fixed scrolling on high framerates. 2024-07-18 18:19:18 +02:00
ocornut
5d9de14493 MultiSelect: Box-Select: Refactor: Renames.
Split into two commits to facilite looking into previous one if needed.
2024-07-18 18:19:18 +02:00
ocornut
75bac1aac6 MultiSelect: Box-Select: Refactor into its own structure, designed for single-instance but closer to being reusable outside Multi-Select.
Kept same member names.
2024-07-18 18:19:18 +02:00
ocornut
15391762dd MultiSelect: Box-Select: Added ImGuiMultiSelectFlags_BoxSelect2d support. Enabled in Asset Browser. Selectable() supports it. 2024-07-18 18:19:18 +02:00
ocornut
1ac469b50f MultiSelect: Box-Select: Fixed holes when using with clipper (in 1D list.)
Clipper accounts for Selectable() layout oddity as BoxSelect is sensitive to it.
Also tweaked scroll triggering region inward.
Rename ImGuiMultiSelectFlags_NoBoxSelectScroll to ImGuiMultiSelectFlags_BoxSelectNoScroll.
Fixed use with ImGuiMultiSelectFlags_SinglaSelect.
2024-07-18 18:19:18 +02:00
ocornut
7546a2d345 MultiSelect: Demo: Assets Browser: track scrolling target so we can roughly land on hovered item.
It's impossible to do this perfectly without some form of locking on item because as the hovered item X position changes it's easy to drift.
2024-07-18 18:19:18 +02:00
ocornut
750e23998f MultiSelect: Demo: Assets Browser: added deletion support. Store ID in selection. Moved QueueDeletion to local var to emphasis that this is a user extension. 2024-07-18 18:19:18 +02:00
ocornut
51fe0bfcf6 MultiSelect: reworked comments in imgui.h now that we have our own section. 2024-07-18 18:19:17 +02:00
ocornut
0f633c1d99 MultiSelect: move demo's ExampleSelection to main api as a convenient ImGuiSelectionBasicStorage for basic users. 2024-07-18 18:19:17 +02:00
ocornut
e0282347db MultiSelect: remove ImGuiSelectionRequest/ImGuiMultiSelectIO details from public api to reduce confusion + comments. 2024-07-18 18:19:17 +02:00
ocornut
0af6fbb51d MultiSelect: added support for nested/stacked BeginMultiSelect().
Mimicking table logic, reusing amortized buffers.
2024-07-18 18:19:17 +02:00
ocornut
b747d6fe59 MultiSelect: Demo: rework and move selection adapter inside ExampleSelection. 2024-07-18 18:19:17 +02:00
ocornut
aa4d64be92 MultiSelect: Box-Select: added scroll support. 2024-07-18 18:19:17 +02:00
ocornut
f904a6646c MultiSelect: Box-Select: added support for ImGuiMultiSelectFlags_BoxSelect.
(v11)
FIXME: broken on clipping demo.
2024-07-18 18:19:17 +02:00
ocornut
90305c57e4 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_ClearOnClickWindowVoid -> ImGuiMultiSelectFlags_ClearOnClickVoid. Added ImGuiMultiSelectFlags_ScopeWindow, ImGuiMultiSelectFlags_ScopeRect. 2024-07-18 18:19:17 +02:00
ocornut
bf01795483 Demo: Assets Browser: add hit spacing, requierd for box-select patterns. 2024-07-18 18:19:17 +02:00
ocornut
3d41994a63 MultiSelect: simplify clearing ImGuiMultiSelectTempData. 2024-07-18 18:19:17 +02:00
ocornut
33fc61a091 MultiSelect: use a single ImGuiMultiSelectIO buffer.
+ using local storage var in EndMultiSelect(), should be no-op.
2024-07-18 18:19:17 +02:00
ocornut
5941edd9f7 MultiSelect: added support for recovery in ErrorCheckEndWindowRecover(). 2024-07-18 18:19:17 +02:00
ocornut
c527cba470 MultiSelect: we don't need to ever write to EndIO.RangeSrcItem as this is not meant to be used. 2024-07-18 18:19:16 +02:00
ocornut
6feff6ff05 MultiSelect: (Breaking) io contains a ImVector<ImGuiSelectionRequest> list. 2024-07-18 18:19:16 +02:00
ocornut
a6adfb2b49 MultiSelect: added missing call on Shutdown(). Better reuse selection buffer. 2024-07-18 18:19:16 +02:00
ocornut
c3998b70cc MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h. 2024-07-18 18:19:16 +02:00
ocornut
2765fdb43e MultiSelect: removed seemingly unnecessary block in BeginMultiSelect().
- EndIO.RangeSelected always set along with EndIO.RequestSetRange
- Trying to assert for the assignment making a difference when EndIO.RequestSetRange is already set couldn't find a case (tests passing).
2024-07-18 18:19:16 +02:00
ocornut
88df590145 Demo: Assets Browser: store items, sorting, type overlay. 2024-07-18 18:19:16 +02:00
ocornut
d18e57e673 Demo: Assets Browser: Added assets browser demo. 2024-07-18 18:19:16 +02:00
ocornut
82de6c470b MultiSelect: Added ImGuiMultiSelectFlags_SelectOnClickRelease to allow dragging an unselected item without altering selection + update drag and drop demo. 2024-07-18 18:19:16 +02:00
ocornut
5628dda5a5 MultiSelect: move shared logic to MultiSelectItemHeader().
No logic change AFAIK but added an indent level in MultiSelectItemHeader(). Logic changes will come in next commit.
2024-07-18 18:19:16 +02:00
ocornut
9da4efed2a MultiSelect: moved RequestClear output so it'll match request list version better. Use Storage->RangeSrcItem in EndMultiSelect(). 2024-07-18 18:19:16 +02:00
ocornut
a6f43dfadd MultiSelect: ImGuiMultiSelectIO's field are not used during loop anymore, stripping them out of comments. 2024-07-18 18:19:16 +02:00
ocornut
dce02f5c4b Demo: Dual List Box: Added a dual list box (6648) 2024-07-18 18:19:16 +02:00
ocornut
ba698df7bb MultiSelect: Demo: Deletion: Various renames to clarify. Use adapter and item list in both ApplyDeletion functions.
This also minify the patch for an alternative/wip attmept at redesgining pre/post deletion logic. But turns out current attempt may be easier to grasp.
2024-07-18 18:19:16 +02:00
ocornut
e1d2109208 MultiSelect: Demo: Deletion: Rework ApplyDeletionPreLoop to use adapter + fix PostLoop not using right value of RequestFocusItem.
Recovery made it transparent visually but user side selection would be empty for a frame before recovery.
2024-07-18 18:19:16 +02:00
ocornut
fa516c3d76 MultiSelect: Demo: Make ExampleSelection use ImGuiID. More self-explanatory. 2024-07-18 18:19:15 +02:00
ocornut
530155d85a MultiSelect: Demo: Remove UserDataToIndex from ExampleSelectionAdapter.
Seems to make a better demo this way.
2024-07-18 18:19:15 +02:00
ocornut
8c1f659b3d MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code accross examples using different storage systems.
Not ideal way to showcase this demo but this is really more flexible.
2024-07-18 18:19:15 +02:00
ocornut
8fe6b31952 MultiSelect: (Breaking) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor.
Especially as recent changes made it required to also update RangeSrcPassedBy after last clipper Step.
Should now be simpler.
2024-07-18 18:19:15 +02:00
ocornut
6ddc5f38af MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc. 2024-07-18 18:19:15 +02:00
ocornut
c3753809b1 MultiSelect: Demo: rework ExampleSelection names to map better to typical user code + variety of Comments tweaks. 2024-07-18 18:19:15 +02:00
ocornut
ff95fdb668 MultiSelect: (Breaking) RequestSetRange's parameter are RangeFirstItem...RangeLastItem (which was always ordered unlike RangeSrcItem...RangeDstItme). Removed RangeDstItem. Removed RangeDirection. 2024-07-18 18:19:15 +02:00
ocornut
af83a3eea4 MultiSelect: clear selection when leaving a scope with a nav directional request.
May need to clarify how to depends on actions being performed (e.g. click doesn't).
May become optional?
2024-07-18 18:19:15 +02:00
ocornut
6821401a3f MultiSelect: Tweak debug log to print decimal+hex values for item data.
Struggled to get standard PRIX64 to work on CI.
2024-07-18 18:19:15 +02:00
ocornut
c9eb3714e8 MultiSelect: move HasSelectionData to ImGuiItemFlags to facilitate copying around in standardized fieds.
Required/motivated to simplify support for ImGuiTreeNodeFlags_NavLeftJumpsBackHere (bc3c0ce) in this branch.
2024-07-18 18:19:15 +02:00
ocornut
e82b49d2d4 MultiSelect: (Breaking) Use ImGuiSelectionUserData (= ImS64) instead of void* for selection user data.
Less confusing for most users, less casting.
2024-07-18 18:19:15 +02:00
ocornut
140a2f0565 MultiSelect: Comments, tweaks.
+ Alignment to reduce noise on next commit.
2024-07-18 18:19:15 +02:00
ocornut
847b1dde8c MultiSelect: (Breaking) Fix + Rename ImGuiMultiSelectFlags_NoMultiSelect to ImGuiMultiSelectFlags_SingleSelect as it seems easier to grasp.
Feature was broken by "Tidying up..." June 30 commit.
2024-07-18 18:19:15 +02:00
ocornut
0cf376348b MultiSelect: Cleanup unused comments/code. 2024-07-18 18:19:14 +02:00
ocornut
ab9326f4ae MultiSelect: Fixed right-click handling in MultiSelectItemFooter() when not focused. 2024-07-18 18:19:14 +02:00
ocornut
e3616e151f MultiSelect: Demo: Delete items from menu. 2024-07-18 18:19:14 +02:00
ocornut
c0035705ca MultiSelect: Further simplication of user code to support Deletion.
Provide standard RequestFocusItem storage.
2024-07-18 18:19:14 +02:00
ocornut
df1eeb9a20 MultiSelect: Maintain NavIdSelected for user. Simplify deletion demo. 2024-07-18 18:19:14 +02:00
ocornut
9223ffc255 MultiSelect: (Breaking) BeginMultiSelect() doesn't need two last params maintained by users. Moving some storage from user to core. Proper deletion demo. 2024-07-18 18:19:14 +02:00
ocornut
564dde0ee3 MultiSelect: Demo: first-draft of user-side deletion idioms.
(will need support from lib)
2024-07-18 18:19:14 +02:00
ocornut
387fc13894 MultiSelect: Clarify and better enforce lifetime of BeginMultiSelect() value. 2024-07-18 18:19:14 +02:00
ocornut
961b81c362 MultiSelect: Tidying up/simpllifying MultiSelectItemFooter().
Intended to be entirely a no-op, merely a transform of source code for simplification. But committing separatey from behavior change in previous change.
2024-07-18 18:19:14 +02:00
ocornut
1ea9ca748c MultiSelect: Remove the need for using IsItemToggledSelection(). Update comments.
This is the simple version that past our tests. MultiSelectItemFooter() is in need of a cleanup.
2024-07-18 18:19:14 +02:00
ocornut
6ef70a97fd MultiSelect: Remove ImGuiMultiSelectFlags_NoUnselect because I currently can't find use for this specific design.
And/or it seem partly broken.
2024-07-18 18:19:14 +02:00
ocornut
ccf43d6a96 MultiSelect: (Breaking) Renamed 'RangeValue' -> 'RangeSelected' + amend comments. 2024-07-18 18:19:14 +02:00
ocornut
a83326bc52 MultiSelect: (Breaking) Renamed 'RangeSrc -> 'RangeSrcItem', "RangeDst' -> 'RangeDstItem'
This is necessary to have consistent names in upcoming fields (NavIdItem etc.)
2024-07-18 18:19:13 +02:00
ocornut
a39f9e7661 MultiSelect: Internals rename of IO fields to avoid ambiguity with io/rw concepts + memset constructors, tweaks.
debug
2024-07-18 18:19:13 +02:00
ocornut
c61ada200f MultiSelect: Demo tweak. Removed multi-scope from Advanced (too messy), made it a seperate mini-demo. 2024-07-18 18:19:13 +02:00
ocornut
35b5ebc9b5 MultiSelect: (Breaking) Rename ImGuiMultiSelectData to ImGuiMultiSelectIO. 2024-07-18 18:19:13 +02:00
ocornut
11bcae1ebd MultiSelect: refactor before introducing persistant state pool and to facilitate adding recursion + debug log calls.
This is mostly the noisy/shallow stuff committed here, to get this out of the way.
2024-07-18 18:19:13 +02:00
ocornut
5d71314f71 MultiSelect: removed DragDropActive/preserve_existing_selection logic which seems unused + comments.
Can't find trace of early prototype for range-select but I couldn't find way to trigger this anymore. May be wrong. Will find out.
2024-07-18 18:19:13 +02:00
ocornut
85954c845e MultiSelect: Enter can alter selection if current item is not selected. 2024-07-18 18:19:13 +02:00
ocornut
d2f208a30c MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo. 2024-07-18 18:19:13 +02:00
ocornut
815c61b82e MultiSelect: Fixed needing to set RangeSrcPassedBy when not using clipper. 2024-07-18 18:19:13 +02:00
ocornut
78cb1661cb MultiSelect: Shallow tweaks/refactors.
Including moving IsFocused back internally for now.
2024-07-18 18:19:13 +02:00
ocornut
a05700e327 MultiSelect: Enter doesn't alter selection (unlike Space).
Fix for changes done in 5606.
2024-07-18 18:19:13 +02:00
ocornut
35bbadcf0c MultiSelect: Added ImGuiMultiSelectFlags_ClearOnClickWindowVoid. + Demo: showcase multiple selection scopes in same window. 2024-07-18 18:19:13 +02:00
ocornut
b91ae122e1 MultiSelect: Demo: Added pointer indirection and indent level.
This is to reduce noise for upcoming commits, ahead of adding a loop here.
2024-07-18 18:19:12 +02:00
ocornut
19086c1c48 MultiSelect: Added ImGuiMultiSelectFlags_ClearOnEscape (unsure of best design), expose IsFocused for custom shortcuts. 2024-07-18 18:19:12 +02:00
ocornut
919cac1482 MultiSelect: Demo: Add a simpler version. 2024-07-18 18:19:12 +02:00
ocornut
ad5d3c9bff MultiSelect: Fixed issue with Ctrl+click on TreeNode + amend demo to test drag and drop. 2024-07-18 18:19:12 +02:00
ocornut
b9721c1ed7 MultiSelect: Temporary fix/work-around for child/popup to not inherit MultiSelectEnabled flag, until we make mulit-select data stackable. 2024-07-18 18:19:12 +02:00
omar
00c4b8f2a3 MultiSelect: Fix testing key mods from after the nav request (remove need to hold the mod longer) 2024-07-18 18:19:12 +02:00
omar
3ba3f0d905 MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection(). 2024-07-18 18:19:12 +02:00
omar
0479b188d0 MultiSelect: Comments. Tweak demo. 2024-07-18 18:19:12 +02:00
omar
9aeebd24f7 MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id. Added demo code.
Comments.
2024-07-18 18:19:12 +02:00
ocornut
7abda179af MultiSelect: Fix for TreeNode following merge of 011d4755. Demo: basic test for tree nodes. 2024-07-18 18:19:12 +02:00
omar
9c7183dd04 MultiSelect: Transition to use FocusScope bits merged in master.
Preserve ability to shift+arrow into an item that is part of FocusScope but doesn't carry a selection without breaking selection.
2024-07-18 18:19:12 +02:00
omar
4afbfd5e71 MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData() 2024-07-18 18:19:12 +02:00
omar
17c4c2154a MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings. 2024-07-18 18:19:12 +02:00
omar
57da88093f MultiSelect: Added IMGUI_HAS_MULTI_SELECT define. Fixed right-click toggling selection without clearing active id, could lead to MarkItemEdited() asserting. Fixed demo. 2024-07-18 18:19:11 +02:00
ocornut
8947c35fa1 MultiSelect: Removed SelectableSpacing as I'm not sure it is of use for now (history insert) 2024-07-18 18:19:11 +02:00
omar
554db6bc0f MultiSelect: WIP range-select (#1861) (rebased six millions times) 2024-07-18 18:19:11 +02:00
ocornut
0e485a2109 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2024-07-18 17:56:27 +02:00
ocornut
c2d21ab04f Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (#7801) 2024-07-18 14:02:27 +02:00
ocornut
070c046cd1 Internals: rename recently added TreeNodeIsOpen() -> TreeNodeGetOpen(). (#7553, #1131, #2958, #2079, #722)
Amend ac7d6fb
2024-07-17 20:01:55 +02:00
ocornut
7c6d4ff28d TreeNode: Internals: facilitate dissociating item ID from storage ID (useful for 1861) 2024-07-17 19:20:39 +02:00
ocornut
8bab3eab6a Clipper: added SeekCursorForItem() function, for use when using ImGuiListClipper::Begin(INT_MAX). (#1311)
Tagging #3609 just in case we made a mistake introducing a regression (but tests are passing and have been extended).
2024-07-17 18:16:06 +02:00
ocornut
74a1854db9 Nav, Demo: comments. 2024-07-17 17:03:22 +02:00
ocornut
669021be4c Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
The reason they were round in the first place was to work better with rounded windows/frames.
However since the 4a8142449 rework #6749 we can naturally use a tigher bounding box and it seems to work ok either way.
2024-07-17 15:56:34 +02:00
ocornut
67e9aa4d3d Demo: Property Editor: add basic filter. 2024-07-17 14:01:02 +02:00
ocornut
4247f190c2 Demo: Property Editor: rearrange code + replace use of bool to proper ImGuiChildFlags.
Amend 46691d1
2024-07-17 13:52:30 +02:00
ocornut
9c1f922b02 Fixed pvs-studio warning. 2024-07-16 17:19:12 +02:00
ocornut
0e4dcfa552 Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_NoTabStop. 2024-07-15 18:57:46 +02:00
ocornut
3de75138d1 (Breaking) Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) 2024-07-15 18:46:34 +02:00
ocornut
0de88a928d Added ImGuiItemFlags_AutoClosePopups as a replacement for internal's ImGuiItemFlags_SelectableDontClosePopup. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) 2024-07-15 18:46:34 +02:00
ocornut
b4ca869c40 (Breaking) Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_ButtonRepeat. 2024-07-15 18:38:18 +02:00
ocornut
7e0800e718 Added PushItemFlag(), PopItemFlag(), ImGuiItemFlags. 2024-07-15 18:38:18 +02:00
ocornut
46691d172e Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and struct description data that a real application would want to use. 2024-07-15 17:14:01 +02:00
ocornut
bc9e5b62b6 Added ImGuiDataType_Bool for convenience. 2024-07-15 16:49:35 +02:00
ocornut
ac7d6fb5ca Internals: Added TreeNodeIsOpen() to facilitate discoverability. (#7553, #1131, #2958, #2079, #722) 2024-07-15 11:31:00 +02:00
ocornut
5ea96c15cd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_win32.cpp
2024-07-15 11:21:18 +02:00
ocornut
9c2f6003e4 Backends: SDL3: fixed typo leading to PlatformHandleRaw not being set leading to SHOWNA path not working for multi-viewports. 2024-07-15 11:17:21 +02:00
wermi
df3a74389e Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) 2024-07-15 11:16:26 +02:00
Cyao
126569ad5b Fix definition check (#7793) 2024-07-14 12:26:59 +02:00
ocornut
c3c90b49e0 Examples: SDL3+OpenGL: Update for API changes: SDL_GL_DeleteContext() renamed to SDL_GL_DestroyContext(). 2024-07-11 18:13:42 +02:00
ocornut
a8e96ae21a Backends: GLFW+Emscripten: Fixed build (#7647) 2024-07-08 22:26:14 +02:00
Yan Pujante
2937339c17 Backends: GLFW+Emscripten: Added support for GLFW3 contrib port. (#7647) 2024-07-08 22:06:24 +02:00
Yan Pujante
6816789a6b Backends: GLFW+Emscripten: (Breaking) Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWwindow* parameter. (#7647, #7600)
+ Fixed Emscripten warning when using mouse wheel on some setups.
2024-07-08 22:02:48 +02:00
Aemony
9504068f66 Backends: Win32: fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN (#7768, #4858, #2622)
Amend 075576744

The `ImGui_ImplWin32_UpdateKeyModifiers()` function maps `ImGuiMod_Super` to `VK_APPS`, the "Application" key located between the Right Windows (Super) and Right Control keys on the keyboard, see https://conemu.github.io/en/AppsKey.html

This means that when using `ImGui::GetIO().KeySuper` to try to get the down state of the `VK_RWIN` or `VK_LWIN` keys, it'll always return FALSE when either of those keys are held down, and only return TRUE when `VK_APPS` is held down.
2024-07-08 13:59:07 +02:00
Hugues Evrard
6b6026b133 DemosFix typo in help text in demo Tables/Borders (#7780)
The help text for flags had a "V" flag duplicated, this change corrects it to the missing "H" flag.
2024-07-08 11:43:09 +02:00
cfillion
1ec1f7a3de Fixed Unix version of PlatformOpenInShellFn_DefaultImpl. (#7772, #7660)
+ Enable on non-iPhone macOS builds
2024-07-07 21:49:12 +02:00
ocornut
2d0baaabe6 TreeNode: rename/rework ImGuiNavTreeNodeData system to be usable by more features. (#2920, #1131, #7553)
Reworked to it is easier during TreeNode code to request extra data to be stored.
2024-07-03 18:59:26 +02:00
ocornut
0a73c6ec3f Misc tweaks, comments. 2024-07-03 18:02:59 +02:00
ocornut
527b2c45af Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
2024-07-02 19:05:36 +02:00
ocornut
0ebf49b4c1 IO: amend PlatformOpenInShellFn specs to return a bool. (#7660)
Amend 8f36798
2024-07-02 19:03:40 +02:00
ocornut
380b3559c6 Backends: GLFW,SDL2: Added ioPlatformOpenInShellFn handler for web/Emscripten versions. (#7660) 2024-07-02 18:06:19 +02:00
ocornut
3f61da7e8b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-07-02 17:48:38 +02:00
ocornut
05a4f28059 Internals: added FontScale storage (amend 0f63d3e). 2024-07-02 17:45:12 +02:00
ocornut
5496050f5f Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660) 2024-07-02 17:21:44 +02:00
ocornut
0f63d3e916 Internals: added FontScale storage. 2024-07-02 17:21:10 +02:00
ocornut
dadf9cd039 IO: disable default io.PlatformOpenInShellFn() implementation on iPhone, as compiler errors that system() is not available on iOS. 2024-07-02 16:23:46 +02:00
ocornut
43925b9fa4 Build fix for non Windows platforms. 2024-07-02 16:10:54 +02:00
ocornut
ddd4c9d6b9 Commented out obsolete ImGuiModFlags and ImGuiModFlags_XXX values (renamed to ImGuiKeyChord and ImGuiMod_XXX in 1.89). (#4921, #456) 2024-07-02 16:03:18 +02:00
ocornut
fb799bba7f (Breaking) IO, IME: renamed platform IME hook io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() and added explicit context. 2024-07-02 15:48:32 +02:00
ocornut
8f36798035 IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell, added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS. (#7660) 2024-07-02 15:36:08 +02:00
ocornut
0250dc903e Demo: changed style editor inline block to its own window. 2024-07-02 14:38:44 +02:00
ocornut
ae708e3bcd Backends: SDL3: add default case to fix warnings. (#7763) 2024-07-02 12:12:25 +02:00
ocornut
7e0b3b9caf Debug Log: Added "Configure Outputs.." button. (#5855) 2024-07-02 12:10:33 +02:00
ocornut
a62794359a Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855) 2024-07-02 12:00:55 +02:00
ocornut
a489585f84 Backends: SDL3: Updated comments (IME seems fixed in SDL3). Added SDL3 examples to Visual Studio solution. 2024-07-02 11:37:18 +02:00
ocornut
12f92518bc Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
Also updated function signature in SDL2 backend to match and because it is expected we will use that data (as per #7672)
2024-07-02 11:36:13 +02:00
ocornut
84cc72f372 Version 1.91.0 WIP 2024-07-01 19:02:42 +02:00
ocornut
3369cbd277 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
2024-07-01 17:10:12 +02:00
ocornut
cb16be3a3f Version 1.90.9 2024-07-01 17:03:21 +02:00
ocornut
c554c402d3 IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button which was pressed over void. (#1392) 2024-07-01 16:13:38 +02:00
ocornut
50a0f18e6a imgui_freetype: fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369) 2024-07-01 14:58:35 +02:00
ocornut
dd5c30d2d7 Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state. Only tooltip are clearing that state. (#211, #7640) 2024-07-01 14:32:11 +02:00
ocornut
67216910fb Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI. 2024-07-01 12:10:54 +02:00
Max Ortner
ccf3ee674a Backends: SDL3: update for SDL_SetTextInputRect() -> SDL_SetTextInputArea() api change. (#7760, #7754) 2024-07-01 12:10:00 +02:00
ocornut
751bbf38ba Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. 2024-07-01 12:07:59 +02:00
Connor Clark
f2c07ed717 Backends: Allegro5: Correctly handle unstable bit in version checks (#7755) 2024-06-30 23:25:51 +02:00
ocornut
c47928ffc0 Checkbox: minor tidying up to simplify work on multi-select branch. 2024-06-28 18:33:57 +02:00
Kevin Coghlan
372eebbeb2 Fix typo, rename ImGuisliderFlags_WrapAround flag to ImGuiSliderFlags_WrapAround. (#7752, #7749) 2024-06-28 18:06:16 +02:00
ocornut
3fec562da1 Merged GetBackgroundDrawList()/GetForegroundDrawList() and GetBackgroundDrawList(ImGuiViewport* viewport)/GetForegroundDrawList(ImGuiViewport* viewport) api entry points. 2024-06-28 16:16:51 +02:00
ocornut
138d9d0c21 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
2024-06-28 16:03:49 +02:00
ocornut
0403096a9d Drags: added ImGuisliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749) 2024-06-28 15:59:36 +02:00
ocornut
c7df9c7121 Backends: Win32: Fixed warning with old MinGW/GCC versions. 2024-06-28 15:48:08 +02:00
ocornut
404af57004 Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
Analogous to change to Vulkan backend in 1.90.
2024-06-28 15:08:54 +02:00
ocornut
0582f7678a Nav: store NavJustMovedToIsTabbing + shuffle a few nav related fields.
(for usage by multi-select)
2024-06-28 11:35:09 +02:00
ocornut
77d582fa37 Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent. (#7706) 2024-06-27 18:04:24 +02:00
ocornut
953d40c929 Tables: moved TableGetHoveredColumn() to public API. (#7715, #3740) 2024-06-27 17:17:54 +02:00
ocornut
fbb903e158 Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block bypassing the disabled state. (#7726) 2024-06-27 16:37:33 +02:00
ocornut
a028c2df2a Windows, Menus: Fixed an issue where the size of sub-menu in their own viewport would be erroneously clamped to the size of main viewport. (#7730)
Amend #7287, #7063
2024-06-27 16:05:25 +02:00
ocornut
dbffb702f8 ImGuiStorage: tweak impl for BuildSortByKey(). 2024-06-26 18:57:14 +02:00
ocornut
0c2650e833 Backends: OSX: build fix. Amend 32f9dfc 2024-06-26 16:23:42 +02:00
ocornut
22b36bef9e Examples: undo adding SDL3 example to Visual Studio sln. 2024-06-26 14:59:00 +02:00
ocornut
10a5a857f5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.h
2024-06-26 14:54:01 +02:00
ocornut
7c2476986b Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735) 2024-06-26 14:45:25 +02:00
ocornut
32f9dfc126 Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for use by backends. 2024-06-26 14:32:48 +02:00
ocornut
eb1cc4b8b4 Metrics/Debugger: Browsing a Storage perform hover lookup on identifier. 2024-06-26 12:17:22 +02:00
Martin Ejdestig
a18fb406ac Backends: Vulkan: Remove Volk/ from volk.h #include directives (#7722, #6582, #4854) 2024-06-24 13:09:00 -07:00
ocornut
aab27130a6 Demo: Style Editor: clarify how _CalcCircleAutoSegmentCount() doesn't always get exact final segment count. (#7731) 2024-06-24 12:58:11 -07:00
Gary Geng
48e7e7bfe8 Backends: SDL3: Follow SDL3 removal of keysym field in SDL_KeyboardEvent (#7729) 2024-06-23 15:26:52 -07:00
ocornut
7237d3e5c3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2024-06-21 16:18:22 -07:00
cfillion
755bf2b8c2 (Breaking) Move ImGuiWindowFlags_NavFlattened to ImGuiChildFlags_NavFlattened. (#7687) 2024-06-21 16:00:57 -07:00
ocornut
2c8cc58fd1 Internals: storing HoveredWindowBeforeClear for use by multi-context compositor drag and drop propagation.
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2024-06-21 14:46:07 -07:00
ocornut
7f20a4b041 Nav: CTRL+Tab overlay display context name if any. 2024-06-21 10:17:55 -07:00
ocornut
e3971079cf IO: added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (#4921)
# Conflicts:
#	imgui.h
#	imgui_demo.cpp
2024-06-21 10:17:44 -07:00
ocornut
8067d05f74 IO: added ClearInputMouse(). made ClearInputKeys() not clear mouse data. (#4921)
Amend 6aa408c6a
2024-06-21 10:16:54 -07:00
ocornut
66ed89b0ca Docking: mark window payload as not cross-context. 2024-06-20 17:48:54 -07:00
ocornut
e863f89d39 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-06-20 17:47:22 -07:00
ocornut
21581cf70c Fixed build warning. 2024-06-20 17:45:09 -07:00
ocornut
416cfdb99d Backends: Win32: Secondary viewports WndProc handler retrieve/set imgui context from the HWND.
Allowing WndProc dispatch to work in multi-context setups.
2024-06-20 17:44:19 -07:00
ocornut
3acb869a95 Backends: Win32: avoid skipping DefWindowProc() on WM_CLOSE.
Mostly because I don't have a trace of why I did it this way, even in viewport branch history.
2024-06-20 17:42:46 -07:00
ocornut
7e7c97ac5f Ignore .ini file with other suffixes. 2024-06-20 14:34:46 -07:00
ocornut
77d9f80754 Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext and ImGuiDragDropFlags_PayloadNoCrossProcess flags. 2024-06-20 11:37:10 -07:00
ocornut
8c318dc770 Drag and Drop: (Breaking) renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. (#1725, #143) 2024-06-20 11:36:45 -07:00
ocornut
50709454b3 Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern assume a mouse button being pressed. (#143) 2024-06-19 19:08:20 -07:00
ocornut
413c056359 Drag and Drop: comments, debug log entries. 2024-06-19 18:01:31 -07:00
ocornut
37c243bb35 Internals: added ImGuiContext::ContextName optionally used by debug log and to facilitate debugging. 2024-06-19 17:55:43 -07:00
ocornut
8c517fee35 Drag and Drop: Fixes an issue when elapsing payload would be based on last payload frame instead of last drag source frame. 2024-06-19 14:42:27 -07:00
ocornut
32a037c030 Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern. (#143)
Amend 0c6e260f7
2024-06-19 13:37:10 -07:00
ocornut
2ebb4e931d TabBar, Style, Docking: amend 21bda2e for docking branch. 2024-06-18 17:47:22 -07:00
ocornut
3e7f1d42db Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2024-06-18 17:45:17 -07:00
ocornut
21bda2ed99 TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline and ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmedSelectedOverline. 2024-06-18 17:41:43 -07:00
ocornut
1b9593e889 Style: (Breaking) renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
Amend #261, #351
2024-06-18 17:37:29 -07:00
bcsanches
64a82d73c9 Backends: SDL3: Update for introduction of SDL_GLContext from void*. (#7701, #7702) 2024-06-18 09:45:24 -07:00
ocornut
b902fa4c44 IO: do not disable io.ConfigWindowsResizeFromEdges when ImGuiBackendFlags_HasMouseCursors is not set by backend.
Amend 42bf149ac
2024-06-11 14:15:13 +02:00
ocornut
8caf7afbad Internals: made ImLowerBound() accessible in internals + take a span. + rearrange child/popup/tooltips section.
Because upcoming rework of ImGuiSelectionBasicStorage will want to do a lower bound on a span.
2024-06-11 11:52:51 +02:00
ocornut
22d65c7949 Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). 2024-06-10 19:33:06 +02:00
ocornut
7538ca6f40 Examples: SDL+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (#7671) 2024-06-10 15:04:40 +02:00
ocornut
a47bfb1b5b Examples: GLFW+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (#7671) 2024-06-10 15:02:43 +02:00
ocornut
d46a0aa069 Internals: renamed HoveredIdDisabled to HoveredIdIsDisabled for consistency. 2024-06-10 13:59:46 +02:00
ocornut
7260bb51cf Version 1.90.9 WIP 2024-06-07 16:57:01 +02:00
ocornut
6d948ab47e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-06-06 17:52:55 +02:00
ocornut
6f7b5d0ee2 Version 1.90.8 2024-06-06 17:45:40 +02:00
ocornut
67d886fd63 Removed ImGuiButtonFlags_MouseButtonDefault_. 2024-06-06 17:25:16 +02:00
ocornut
2a418f054d InputText: reordered all flags. (ABI breaking) 2024-06-06 17:23:56 +02:00
ocornut
f1eaf8d7c0 Internals: added SetNextItemRefVal(). (#7305) 2024-06-06 17:01:02 +02:00
ocornut
47db0698d2 InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal, ImGuiInputTextFlags_DisplayEmptyRefVal. (#7305) 2024-06-06 16:51:15 +02:00
ocornut
3460014e05 Internals: avoid using bitfields in ImGuiNextItemData as it leads to extraneous packing. rename ImGuiDataTypeTempStorage to ImGuiDataTypeStorage. moved DataType section above Widgets. 2024-06-06 16:50:32 +02:00
ocornut
0561d708ba Modals, Popups: fixed an issue preventing to close a popup opened over a modal by clicking over void. (#7654) 2024-06-05 15:55:01 +02:00
Kenneth Rapp
219c6adc58 Examples: SDL3+SDLRenderer3: Update SDL_SetRenderDrawColorFloat() call. (#7658) 2024-06-05 14:50:24 +02:00
jungnitz
b95b2b4574 Fixed (harmless) incorrect order of arguments in IsKeyChordPressed (#7657) 2024-06-05 14:45:36 +02:00
korenkonder
209edcc247 Fixed incorrect order of arguments in IsMouseClicked(). (#7657, #456)
Amend 85513de24
2024-06-04 17:29:59 +02:00
ocornut
fdc084f532 Merge branch 'master' into docking 2024-06-03 19:08:37 +02:00
ocornut
a31aa683ff Tables: fixed an issue where ideal size reported to parent container wouldn't correctly take account of inner scrollbar. (#7651) 2024-06-03 19:02:28 +02:00
ocornut
f8de9fec8c Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653) 2024-06-03 18:25:58 +02:00
ocornut
68a05e3f04 Tables: fixed a bug where after disabling the ScrollY flag for a table, previous scrollbar width would be accounted for. (#5920)
Amend 317b33d6
2024-06-03 17:17:13 +02:00
ocornut
6cefd4fd88 Scrollbar: fixed miscalculation of vertical scrollbar visibility when required solely by the presence of an horizontal scrollbar. (#1574)
Initially fixed by 2d9d7a10c, and broken back by a0994d74c2 (v1.71, wow).
2024-06-03 16:41:29 +02:00
SleekZ
8ab8965713 Improved clarity in comment. (#7642) 2024-06-01 09:54:20 +02:00
ocornut
9aec6d7217 Internals: Added ItemUnclipByLog for use by ItemAdd(), as we expected to add more. 2024-05-31 21:38:06 +02:00
ocornut
0fce21e890 Internals: Disable 0xCC stack fill for ItemAdd()/ItemSize(). 2024-05-31 21:38:02 +02:00
ocornut
854e21d4b4 Disabled: move field to ImGuiWindowStackData. (#7640)
Amend f953ebf
2024-05-31 18:24:55 +02:00
Cyao
538960bf17 Examples: Fixed SDL3 Makefile (#7641) 2024-05-31 18:16:45 +02:00
ocornut
f953ebf9ca Disabled: nested tooltips or other non-child window within a BeginDisabled() block disable the disabled state. (#211, #7640) 2024-05-31 18:13:25 +02:00
Rodrigo Rivas Costa
e47015aef4 Demo: remove incompatible ImGuiInputFlags for Shortcut(). (#7637) 2024-05-31 16:30:11 +02:00
ocornut
97a1111b94 Drag and Drop: tweaked BeginDragDropSource() to remove indent. Added debug log. 2024-05-29 18:48:32 +02:00
ocornut
661c388515 Debug Log, Test Engine: avoid duplicate carriage return when using ImGuiDebugLogFlags_OutputToTestEngine. (#5855) 2024-05-29 18:48:28 +02:00
ocornut
868f444620 Debug: extracted debug log 0xXXXXXXX scanning into a helper function. (#5855) 2024-05-29 18:48:25 +02:00
ocornut
109a8632d7 Combo: simplified Combo() API uses a list clipper.
Wasn't as trivial before supporting IncludeItemByIndex().
2024-05-28 18:24:01 +02:00
ocornut
51823d117d Misc: made ImGuiDir, ImGuiSortDirection, ImGuiMouseCursor stronger-typed enums + cater for possible warning in backends's switch()
Not making ImGuiMouseCursor one because of warnings for non-explicitly handled value (case default: is not enough).
2024-05-28 18:09:41 +02:00
ocornut
222dd775fc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-05-28 17:11:57 +02:00
ocornut
5cbc34a10c Scrollbar: clicking above or below the grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
Remove absolute seeking entirely. Amend f02108085.
2024-05-28 16:28:20 +02:00
ocornut
479c5f62fc Style: make DisplayWindowPadding visible in style editor. 2024-05-28 15:47:19 +02:00
ocornut
ed9eb880b5 Windows: Fixed altering FramePadding mid-frame not correctly affecting logic responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
Latching TitleBarHeight, MenuBarHeight in window.
2024-05-28 15:35:36 +02:00
ocornut
5a1a9a804a Docs: fixed link. 2024-05-28 15:07:07 +02:00
ocornut
7f5d5c80b2 Internals, Tabbar: fixed TabBarGetCurrentTab() with tab_idx == 0. (#7629)
Thanks @VerySmallRoach. Amend 3d8885cbb (#5853, #5997)
2024-05-28 10:11:01 +02:00
ocornut
1f9fc382c3 Version 1.90.8 WIP
Tidying up todo.txt
2024-05-28 10:09:31 +02:00
ocornut
2db79d0868 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-05-27 15:47:30 +02:00
ocornut
00ad3c65bc Version 1.90.7 2024-05-27 15:47:04 +02:00
ocornut
f814ef816f Commented out CaptureKeyboardFromApp(), CaptureMouseFromApp(). Commented out obsolete IsKeyPressedMap() from imgui_internal.h (can call IsKeyPressed). Comments 2024-05-27 14:41:02 +02:00
Christian Fillion
b9084949bd Fixed typo in IsMouseDragging and GetMouseDragDelta's documentation. (#7620) 2024-05-25 14:36:48 +02:00
ocornut
86931393a3 Shortcuts: Revert "SetShortcutRouting: require explicit routing. (#456)
This reverts commit a689fa262a.
2024-05-24 17:59:42 +02:00
ocornut
975beafafd Merge branch 'master' into docking 2024-05-24 17:23:58 +02:00
ocornut
7832e6a70e Shortcuts: Routing: fixed mixed keys<>chars filtering not applying on global routes. (#456, #7618) 2024-05-24 17:10:11 +02:00
ocornut
85d982011e Shortcuts: fixed priority of route calculation (higher first). (#456, #7618) 2024-05-24 17:02:10 +02:00
ocornut
fee0210592 Merge branch 'master' into docking 2024-05-24 16:09:29 +02:00
ocornut
ce4e210dcb Shotcuts: renamed ImGuiInputFlags_RouteGlobalOverFocused -> ImGuiInputFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456) 2024-05-24 16:07:58 +02:00
ocornut
5ce3d29955 Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456) 2024-05-24 15:44:59 +02:00
ocornut
650cb51bf1 Shortcuts: renamed ImGuiInputFlags_RouteActiveItem to ImGuiInputFlags_RouteActive. (#456, #7618)
Amend ef9d525
2024-05-24 15:27:48 +02:00
ocornut
ef9d525f02 Shortcuts: added ImGuiInputFlags_RouteActiveItem. (#456, #7618) + rearrange Changelog 2024-05-24 15:07:43 +02:00
ocornut
16b72f2d21 Comments 2024-05-24 14:21:50 +02:00
ocornut
29439bdd27 Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY and double-clicking on a border. (#1710)
Calculation incorrectly didn't always account for scrollbar as it assumed the other axis would also be auto-fit.
2024-05-24 12:31:40 +02:00
ocornut
374b9a7fb4 Demo: Documents: refactor + add Renaming option. (#7233) 2024-05-23 21:35:07 +02:00
ocornut
c150ad50c4 Shortcuts: claim mods ownership once pressed. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) 2024-05-23 18:14:16 +02:00
ocornut
1002cfa6d2 Demo, Shortcut(): amend Shortcuts demo. (#456) 2024-05-23 18:12:42 +02:00
ocornut
7c71e66370 Shortcuts, SetShortcutRouting: move ImGuiInputFlags_RouteFromRootWindow evaluation to SetShortcutRouting() for now. (#456) 2024-05-23 17:33:16 +02:00
ocornut
5ecef2f321 Merge branch 'master' into docking
# Conflicts:
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	imgui.cpp
2024-05-23 17:25:02 +02:00
ocornut
d5a600e9c6 Shortcuts, SetShortcutRouting: added ImGuiInputFlags_RouteFromRootWindow. Made it possible for SetShortcutRouting() to query for another location. 2024-05-23 17:22:44 +02:00
ocornut
0eb025f484 Internals: move ItemHandleShortcut() next to Shortcut(), it's calling it anyhow. (#456) 2024-05-23 17:17:54 +02:00
ocornut
a689fa262a SetShortcutRouting: require explicit routing. (#456) 2024-05-23 17:09:48 +02:00
ocornut
c06e6340cd Shortcuts: added ImGuiInputFlags_Tooltip. (#456) 2024-05-23 16:58:14 +02:00
ocornut
77e4171894 Shortcuts: added flags to SetNextItemShortcut(). (#456) 2024-05-23 16:57:19 +02:00
ocornut
197f8904fe Shortcuts, Nav: make SetNextItemShortcut() work when another item is active. Made NavCalcPreferredRefPos() take account for remote activation. (#456)
Unsure why filter in ItemHandleShortcut(), will probably find out soon enough.
2024-05-23 16:57:19 +02:00
ocornut
dc5caa483c Demo: added "Shortcuts" section. (#456, #2637) 2024-05-23 16:57:19 +02:00
ocornut
fc512a2474 Inputs: Added Shortcut(), SetNextItemShortcut(). Added ImGuiInputFlags, ImGuiInputFlags_RouteXXXX. (#456, #2637) 2024-05-23 16:57:03 +02:00
ocornut
85513de247 Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456)
For several reasons those changes makes sense. They are being made because making some of those API public.
Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
Amend 4448d975 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
2024-05-23 16:57:03 +02:00
ocornut
900b29055c Internals, Inputs: *Breaking* Swapped parameter order of Shortcut(). (#456)
Amend 4448d975 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
2024-05-23 16:57:03 +02:00
ocornut
55748cdbe1 Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit.
Amend 4448d975 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
2024-05-23 16:57:03 +02:00
ocornut
ec1d2be96f Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615) 2024-05-23 15:15:42 +02:00
ocornut
6d1a6f1c74 Internals, Inputs: Comments, alignment. 2024-05-22 12:17:33 +02:00
Michal Šlesár
4c3eac2c10 Backends: OpenGL3: Fixed zealous warning by initializing last_pixel_unpack_buffer. (#7614) 2024-05-22 12:01:54 +02:00
ocornut
36ffdd69d3 Merge remote-tracking branch 'origin/master' into docking 2024-05-21 19:01:06 +02:00
ocornut
9ebab255d2 Docking: *BREAKING* changed signature of DockSpaceOverViewport() to allow passing an explicit dockspace id if desired. (#7611) 2024-05-21 19:00:25 +02:00
ocornut
a1566c5e1b Tables: fixed 28a283b breaking PageDown on tables with no interactive items. 2024-05-21 12:35:22 +02:00
ocornut
aa725ca79d Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_ 2024-05-21 12:28:47 +02:00
ocornut
cd48059dc5 Tables: comments about skipping access to table data in coarse clipping path. 2024-05-21 12:07:50 +02:00
ocornut
28a283b460 Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine. 2024-05-21 11:06:40 +02:00
Eugene Sandulenko
aa5a6098ee Fixed typos in comments (#7599) 2024-05-18 17:10:36 +02:00
ocornut
d39ca33b63 Fixed false positive with PVS-Studio.
Amend ae8218a.
2024-05-17 17:13:55 +02:00
ocornut
ae8218a3ea Inputs, Shortcut: fixes some edge cases for GetKeyChordName(), clarify that it is aimed at display. (#456)
Rename IsNamedKeyOrModKey() to IsNamedKeyOrMod() for consistency.
Fixed GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending on IMGUI_DISABLE_OBSOLETE_KEYIO.
See "inputs_keychord_name" in imgui_test_suite.
2024-05-17 17:07:50 +02:00
ocornut
25e279ee73 Inputs: Treat ctrl-left-click as right click when ConfigMacOSXBehaviors is set. (#2343) 2024-05-17 15:26:34 +02:00
ocornut
b4f564c1ed Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456) 2024-05-17 14:18:22 +02:00
ocornut
b39fc84f89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-05-16 19:57:04 +02:00
ocornut
5107e58b0f Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343) 2024-05-16 19:56:29 +02:00
ocornut
8bd5d1d42f Inputs: Fixed swapping of keys associated to mods. Fixed warnings. (#2343, #4084, #5923, #456)
Amend 7747106.
2024-05-16 19:23:05 +02:00
ocornut
7747106647 Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456) 2024-05-16 19:16:55 +02:00
Hubert Maier
07dbcf1f70 Fixed typos. (#7593) 2024-05-16 16:13:01 +02:00
ocornut
93daf23223 Examples: SDL3: updates for latest SDL3 API changes. 2024-05-15 14:18:48 +02:00
kuvaus
e45efa9951 Backends: SDL3: Rename SDLK_QUOTE and SDLK_BACKQUOTE to SDLK_APOSTROPHE and SDLK_GRAVE. (#7580) 2024-05-15 14:11:54 +02:00
ocornut
5d973a87d4 Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. 2024-05-15 13:44:54 +02:00
Erin M
af2fbf043d Backends/Internals: Don't use IME and clipboard default win32 functions when WINAPI_FAMILY_GAMES (#7585) 2024-05-15 11:42:56 +02:00
ocornut
15d8d41f86 Examples: add missing ImGuiConfigFlags_DockingEnable flag in some examples. 2024-05-14 19:01:18 +02:00
ocornut
eabe98f6d5 Merge branch 'master' into docking (incl merge moved CurrentDpiScale field)
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2024-05-14 16:29:06 +02:00
ocornut
e4576914cb Internals: amend f806c76 to better match docking + fixed unused static forward declaration warning. 2024-05-14 16:22:27 +02:00
ocornut
d0524df887 Internals: slight refactor FindHoveredWindow() -> FindHoveredWindowEx() toward reducing far-away code duplication. 2024-05-14 16:03:00 +02:00
ocornut
f806c76e97 Tables, Dpi: added dummy g.DpiScale storage (to be altered in docking), using to scale tables border hit thickness.
+ Added note about how equivalent resize padding for windows (sourced from WINDOWS_HOVER_PADDING) would need further rework.
2024-05-14 15:03:20 +02:00
omar
f0912833ba Update FAQ.md (#7581) 2024-05-14 14:09:46 +02:00
ocornut
ac90e1bd5b Backends: Win32: replace bd != nullptr assert with early out. (#6275)
+ fixed inconsistent use of break vs return 0 in WndProcHandler (had no tangible effect).
2024-05-14 12:18:10 +02:00
omar
0a5d40a016 Update FAQ.md 2024-05-14 11:40:23 +02:00
ocornut
d06b8b58d8 Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken by 8b8a61bd + Comments (#7570)
2024-05-13 19:03:04 +02:00
ocornut
5e23680454 Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller code and compiled version of dear imgui. (#7568) 2024-05-13 15:07:13 +02:00
prabu
510eb8f480 Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) 2024-05-13 14:50:15 +02:00
ocornut
f48aae600a Version 1.90.7 WIP 2024-05-13 14:47:37 +02:00
ocornut
e391fe2e66 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2024-05-08 16:17:32 +02:00
ocornut
6ccc561a2a Version 1.90.6 2024-05-08 15:38:33 +02:00
ocornut
0d483a1c89 Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562)
+ #6983
2024-05-07 18:23:29 +02:00
ocornut
92df32d339 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files. 2024-05-07 17:46:36 +02:00
ocornut
1ab1af80c7 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275) 2024-05-07 17:03:51 +02:00
ocornut
d15574ce2a Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275)
Better standardized similar checks in other backends.
2024-05-07 16:53:03 +02:00
Rory O'Connell
8b2c6dd42f Backends: Vulkan: reworked swap-chain resize handling for secondary viewports to work with typical Linux setups. (#2626, #3390, #3758, #7508, #7513) 2024-05-07 16:14:15 +02:00
ocornut
d4495446d5 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
currently: ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags_TryToAvoidRefresh);
- This is NOT meant to replace frame-wide/app-wide idle mode.
- This is another tool: the idea that a given window could avoid refresh and reuse last frame contents.
- I think it needs to be backed by a careful and smart design overall (refresh policy, load balancing, making it easy and obvious to user).
- It's not there yet, this is currently a toy for experimenting.
My other issues with this:
- It appears to be very simple, but skipping most of Begin() logic will inevitably lead to tricky/confusing bugs. Let's see how it goes.
- I don't like very much that this opens a door to varying inconsistencies
- I don't like very much that it can lead us to situation where the lazy refresh gets disabled in bulk due to some reason (e.g. resizing a dock space) and we get sucked in the temptation to update for idle rather than update for dynamism.
2024-05-07 11:44:43 +02:00
cfillion
f5d185238c Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window is located on a monitor with negative coordinates. (#6861, #2884) 2024-05-03 17:44:33 +02:00
ocornut
2f2d5070f5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2024-05-03 16:30:09 +02:00
ocornut
0b309471f2 Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365) 2024-05-03 16:00:20 +02:00
ocornut
0c9c12c1bb InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842)
Since negative windows can never be visibile in master it didn't show as a difference.
2024-05-03 15:51:49 +02:00
ocornut
6ebbecc6a0 Realign assignments.
No functional changes.
2024-05-03 12:57:07 +02:00
thedmd
fc4d818e17 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917) 2024-05-03 12:54:59 +02:00
ocornut
4bb7567141 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) 2024-05-02 13:49:26 +02:00
ocornut
b30df8890d Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917) 2024-04-30 17:39:52 +02:00
Sandro Cavazzoni
ebb8d78102 Backends: Vulkan: Create a custom pipeline for secondary viewports. (#6325, #6305, #7398, #3459, #3253, #3522)
Edited from original commit: moved ImGui_ImplVulkan_CreatePipeline() call from ImGui_ImplVulkanH_CreateOrResizeWindow() to ImGui_ImplVulkan_CreateWindow().
2024-04-30 15:37:36 +02:00
ocornut
49e70e60a2 Backends: Vulkan: Stripped misleading leftover of ImGui_ImplVulkanH_Window::Pipeline (#6325, #6305, #7398, #3459, #3253, #3522)
As this is currently unused and misleading. Next commit will add a separate pipeline for secondary viewport.
2024-04-30 15:37:36 +02:00
ocornut
9d6818d0ce Docking: comments, clairfy why we store style override on dragged windows. Clarify why we don't need to store alpha. (#7535, #2771)
Amend ebbb98d51
2024-04-30 14:10:11 +02:00
ocornut
558c57a086 Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice. 2024-04-30 11:00:57 +02:00
ocornut
5717f0a33e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
2024-04-30 10:42:46 +02:00
ocornut
50b2ff0bf0 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534)
This is essentially a misleading grace feature allowing a build mistake to be made, as we technically are more flexible now. BUT if we reintroduce a need we may more harshly move it to the top of the structure to detect issues.
2024-04-30 10:23:03 +02:00
ocornut
6ef4f67fa9 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData 2024-04-30 10:06:42 +02:00
Lukas Lipp
a60387a3c2 Backends: GLFW: Add define guards for glfw native defines. (#7536) 2024-04-29 19:24:17 +02:00
ocornut
913151caa8 Demo: move progress bars to their own section. 2024-04-24 19:40:26 +02:00
gan74
c895e987ad ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901) 2024-04-24 19:40:26 +02:00
diego.mateos
b8a44b198c TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937) 2024-04-24 19:00:58 +02:00
ocornut
baaaaea9e9 Demo: tweak TreeNode demo. 2024-04-24 18:20:09 +02:00
ocornut
da18fcb7ae Internals: ensure ButtonBehavior() is called with non 0 id. 2024-04-23 18:39:40 +02:00
ocornut
b720c0f541 Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854) 2024-04-19 15:47:26 +02:00
ocornut
07e8ff9a8d Backends: Win32: Fixed a warning + moved header cruft below Changelog. 2024-04-18 21:26:49 +02:00
ocornut
b555984a94 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2024-04-18 21:18:18 +02:00
ocornut
fa0120ea5e Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823)
Amend 067605052, 27fd1b913b
2024-04-18 21:17:12 +02:00
ocornut
361432a0bb TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282)
Also adjust some of the interact_bb padding, arbitrary interact padding not meaningful as empty label is likely to be followed by extra item. User likely to use ImGuiTreeNodeFlags_SpanAvailWidth.
2024-04-18 20:50:00 +02:00
ocornut
eba46cb0d2 Drag and Drop: assert when nesting BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links 2024-04-17 18:00:55 +02:00
ocornut
9ec299ebe3 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447) 2024-04-16 16:18:51 +02:00
ocornut
4cb0fe3c7d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	docs/CHANGELOG.txt
#	imgui_internal.h
2024-04-16 14:24:13 +02:00
ocornut
7b8107e7c8 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132) 2024-04-16 14:16:32 +02:00
ocornut
648278cd62 Examples: GLFW+WebGPU: Amends. (#7435, #7132) 2024-04-16 12:33:36 +02:00
Jules Fouchy
80a5fdb108 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132) 2024-04-16 11:59:04 +02:00
Elias Daler
f9df6bf662 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132) 2024-04-16 11:59:04 +02:00
GamingMinds-DanielC
b475309fa1 Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. (#7399, #7404) 2024-04-15 15:31:39 +02:00
ocornut
daecfffefb Text, DrawList: Improved handling of long single-line wrapped text. (#7496, #5720) 2024-04-15 12:52:45 +02:00
Green Sky
fab96a6e59 Backends: SDL3: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput(). (#7452, #6306, #6071, #1953)
Amend: a7703fe
2024-04-15 12:25:42 +02:00
ocornut
dad1689bf7 Examples: SDL3: amend for removal of SDL_RENDERER_ACCELERATED. 2024-04-15 12:08:07 +02:00
ocornut
c1743eef48 Docking: when io.ConfigDockingWithShift is enabled, fixed help tooltip erroneously reading SetNextWindowXXX() data. (#6709, #4643, #7491) 2024-04-15 11:43:16 +02:00
ocornut
3caa79c8a5 Version 1.90.6 WIP 2024-04-15 11:27:07 +02:00
ocornut
76bc1b825e Extracted part of NewFrame() into SetupDrawListSharedData() for documentation purpose. (#7495, #6406)
Also changed g.Font->ContainerAtlas->Flags to g.IO.Fonts->Flags
2024-04-15 11:24:43 +02:00
ocornut
f790d51665 Silent zealous/stupid warning introduced by Clang 16 (shipping with VS2022) with -Weverything. Pointers are now illegal! 2024-04-12 16:55:32 +02:00
ocornut
1db579d458 Merge branch 'master' into docking 2024-04-11 16:21:56 +02:00
ocornut
231cbee0fc Version 1.90.5 2024-04-11 15:54:39 +02:00
GamingMinds-DanielC
4f9ba19e52 Drags, Sliders, Inputs: Reactivated decimal point replacement for SliderScalar and DragScalar. (#7389, #6719, #2278)
Amend/fix 4a242644
2024-04-03 11:39:46 +09:00
ocornut
e7712ff103 Out of courtesy/consistency move all the DebugHookIdInfo compares into ifndef block. 2024-04-03 10:50:32 +09:00
ocornut
f959c417fe Refactor moving ID stack functions to their own section (part 2) 2024-04-03 10:48:32 +09:00
ocornut
0bf134a8e2 Refactor moving ID stack functions to their own section. 2024-04-03 10:42:57 +09:00
ocornut
9a2b598ec1 ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
Visible in demo->basic->listbox
2024-04-03 10:20:18 +09:00
ocornut
d3c3514a59 Tables: Fixed auto-width columns when using synced-instances of same table. (#7218) 2024-03-29 19:39:05 +09:00
ocornut
25a492f330 ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451) 2024-03-29 19:09:55 +09:00
ocornut
9638c2839a Internals: adding ImGuiNavMoveFlags_NoClearActiveId even though there's currently no satisfying way to take advantage of it. (#1418) 2024-03-27 12:00:50 +09:00
ocornut
742e53434f Child Windows: adjust resizing limits to match window padding rather than inner clipping rectangle. (#7440) 2024-03-27 11:36:57 +09:00
cfillion
515b437c08 Child windows: look at the parent window's flags to decide whether to clamp child resizes. (#7440, #1710) 2024-03-27 11:24:07 +09:00
cfillion
976dc23965 Windows: extend outer resize borders to the edges when there are no corner grips. (#7440, #1710) 2024-03-27 11:01:14 +09:00
ocornut
37b37fc2a3 DrawList: Allow AddText() to accept null ranges. (#3615, 7391) 2024-03-27 10:51:42 +09:00
ocornut
5c5ae806aa Comments 2024-03-26 14:42:51 +09:00
cfillion
cf4c10bef7 Style: added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle. (#7411) 2024-03-26 14:38:38 +09:00
cfillion
f0802287db Tables: Angled headers: fixed table contents overflowing when a list clipper is used. (#7416) 2024-03-26 13:01:24 +09:00
cfillion
29ff159f94 Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow stops being called. (#7416) 2024-03-26 13:01:24 +09:00
cfillion
38ddfb24f0 Tables: Angled headers: fixed border hit box extending beyond non-scrollable tables. (#7416) 2024-03-26 13:01:24 +09:00
Elie Michel
8be48a44f7 Backends: WebGPU: Avoid using -1u literal (#7436) 2024-03-25 11:10:38 +09:00
ocornut
085781f5ca Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-03-18 22:52:40 -07:00
cfillion
868facff9d ImDrawList: (Breaking) merge float radius_x/radius_y parameters into ImVec2 radius in PathEllipticalArcTo(), AddEllipse(), AddEllipseFilled(). (#2743, #7417) 2024-03-18 22:50:47 -07:00
Christian Fillion
0a1f5b94e3 Demo: Two minor fixes (unchecked BeginTooltip + incorrect height constraint) (#7410)l 2024-03-17 23:29:10 -07:00
ocornut
40df3db1a2 Tweaking terminology 2024-03-17 19:46:12 +09:00
ocornut
adcc3217c3 Revert "Docking: Fix C++26 zealous warnings (#7383, #7089)" + Disable warnings
This reverts commit 9d9ca37a84.
2024-03-11 15:07:05 +01:00
ocornut
9d9ca37a84 Docking: Fix C++26 zealous warnings (#7383, #7089) 2024-03-11 14:41:02 +01:00
Robert Edmonds
da29b776ee Backends: SDL3: Fix leak of SDL_GetGamepads() return value (#7381) 2024-03-11 11:04:56 +01:00
ocornut
3c435c0297 Inputs: (Breaking) More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. (#4921) 2024-03-08 12:16:24 +01:00
ocornut
286cd5bd41 Internals, InputText: removed ImGuiInputSource_Clipboard. (#4005)
Added by f08566b4d
2024-03-07 15:02:38 +01:00
Kevin Leonardic
fc570ac922 Examples: WGPU: fixed initialization of WGPURenderPassColorAttachment (#7371) 2024-03-06 13:44:37 +01:00
ocornut
fd75685fb0 Merge branch 'master' into docking 2024-03-05 18:12:11 +01:00
ocornut
65dc67f63c Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369) 2024-03-05 17:34:34 +01:00
ocornut
6b7358e9f3 InputText: adding clarifying note about ImGuiInputTextCallbackData::Buf. (#7363) 2024-03-04 11:30:22 +01:00
ocornut
fbf45ad149 ImDrawList: add PathFillConcave(), AddConcavePolyFilled(): amends (#760)
- Simplify and compact some code. Shallow tweaks.
- Add comments.
- Add concave shape demo.
- Remove coarse culling.
- Remove nested types to match coding style and for consistent type nams when translated to other languages.
- Merged ClassifyNode() and ReclassifyNode().
- Extracted ImTriangleIsClockwise().
- Hold copy of points inside nodes instead of pointing to them.
2024-03-01 21:08:18 +01:00
thedmd
1ff90c52d5 ImDrawList: add PathFillConcave(), AddConcavePolyFilled() (#760)
Extracted from 2023/12/29 post.
WIP add PathFillConcave(), AddConcavePolyFilled()
* remove use of 'auto'
* IsConvex -> ImPathIsConvex
* Triangulator -> ImTriangulator
* ImTriangulator: split declaration from definition, ImTriangulator can be put in the header if necessary
* ImTriangulator: Add node list flip to reverse winding order and handle degenerate cases
* ImTriangulator: Remove _HeapStorage, always require scratch buffer to be provided
* ImTriangulator: Use ImTriangleContainsPoint
* AddConcavePolyFilled: Clone AddConvexPolyFilled and use triangulator
* AddConcavePolyFilled: Remove ImDrawListEx_AddPolyFilled_xxx
* AddConcavePolyFilled: Use _Data->TempBuffer in triangulator
* AddConcavePolyFilled:
2024-03-01 21:06:00 +01:00
ocornut
04f40014a6 Docs: added a mini wiki index in main source files. 2024-02-29 15:17:08 +01:00
omar
c623669967 Added link to crawlable wiki 2024-02-28 19:21:13 +01:00
ocornut
0573513d6d Windows: Scrollbar visibility decision uses current size when both size and contents size are submitted by API. (#7252) 2024-02-28 17:09:20 +01:00
ocornut
77dff5a735 Backends: comments. 2024-02-28 11:06:40 +01:00
ocornut
4e8c43f6b7 Backends: Win32: made it so that an appearing viewport showing up doesn't bring its parent viewport to front. (#7354) 2024-02-27 20:02:26 +01:00
ocornut
44c7dfca03 Menus, Popup: Amend c3f8f4d for static analyzer warning ("condition always true"). (#7325) 2024-02-27 19:42:20 +01:00
ocornut
1a487165b1 Merge branch 'master' into docking 2024-02-27 18:44:51 +01:00
ocornut
c3f8f4de25 Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive frames would erroneously close the window. (#7325, #7287, #7063)
Amend 014e0ac8
2024-02-27 18:36:46 +01:00
ocornut
9877941775 Popups, Menus: rename ImGuiPopupData::BackupNavWindow > RestoreNavWindow and minor tweaks. Should be functionally a no-op.
This is expected to clear the noise so next commit can be cleared to read. (#7325)
Last renamed in b3ea01d86
2024-02-27 17:56:51 +01:00
GamingMinds-DanielC
725f91922d Tables: fixed TableGetHoveredRow() with overlapping frozen rows (#7350, #6588, #6347, #6250) 2024-02-26 13:33:41 +01:00
ocornut
e46d1e69ac Version 1.90.5 WIP 2024-02-26 13:31:10 +01:00
ocornut
c6aa051629 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-02-22 20:01:46 +01:00
ocornut
277ae93c41 Version 1.90.4 2024-02-22 19:56:39 +01:00
ocornut
f5be90523d Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
Amend/fix 13d91ff 3a078466
2024-02-22 19:43:03 +01:00
ocornut
13d91ff918 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
Amend/fix 3a078466a
2024-02-22 19:39:10 +01:00
ocornut
34965cf23a Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340)
+ Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant.
2024-02-22 14:53:33 +01:00
ocornut
659fb41d0a Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673) 2024-02-20 17:33:17 +01:00
ocornut
198c38f0b1 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. 2024-02-20 16:33:54 +01:00
ocornut
3b6d924acd ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars.
Incidentally, the auto-tesselation path of PathArcTo() wasn't much tested.
2024-02-20 16:02:04 +01:00
ocornut
2b662b1ab9 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2024-02-20 15:33:20 +01:00
ocornut
d3f1a7165c Popups: allow Child Popups to be resizable if not explicitly disabling. 2024-02-20 15:03:09 +01:00
ocornut
e78ce72eb6 Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290
Amend e2035a514, 623bff23ce, 923535240, etc.
2024-02-20 15:00:01 +01:00
ocornut
014e0ac8c9 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063)
Amend 76e09c4b0. Initial call to ClosePopupToLevel d31fe97f7 (#2880).
See "widgets_menu_reopen_2" in TestSuite.
2024-02-20 14:01:24 +01:00
ocornut
c16043c1d5 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917) 2024-02-19 20:49:52 +01:00
ocornut
405e54ebd5 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917) 2024-02-19 20:27:20 +01:00
ocornut
6655ab2e43 Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917) 2024-02-19 19:08:38 +01:00
Tim-Rex
9159cd7b4a Updated invalid documentation link (#7331) 2024-02-18 12:51:32 +01:00
cvionis
ccc5347e45 Fix typos (#7332) 2024-02-18 12:50:51 +01:00
ocornut
8a14b71f22 Version 1.90.4 WIP 2024-02-15 16:51:57 +01:00
John Melas
b19a4c5f2b Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320) 2024-02-15 14:57:37 +01:00
ocornut
8048b52498 Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x. (#7316) 2024-02-15 14:50:45 +01:00
ocornut
c66a1e7d51 Backends: Vulkan: ImGui_ImplVulkan_CreateWindow() amend merge to take account of PipelineRenderingCreateInfo change. (#7166, #6855, #5446, #5037) 2024-02-14 14:39:26 +01:00
ocornut
d79514c407 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2024-02-14 14:32:17 +01:00
ocornut
5b6f03213d Version 1.90.3 2024-02-14 13:58:19 +01:00
Shawn Hatori
f80e65a406 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308) 2024-02-14 13:56:46 +01:00
ocornut
829f45df99 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84.. 2024-02-14 12:06:21 +01:00
Tom Seddon
3cc37170ca Examples: GLFW+Metal: Add -I and -L paths for MacPorts. 2024-02-14 11:47:02 +01:00
ocornut
891b81fc5d Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890) 2024-02-14 11:37:18 +01:00
ocornut
262e30e300 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180)
Code is simpler this way.
2024-02-14 11:30:43 +01:00
ocornut
9dfa2397de Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315)
Amend daf49e9d8
2024-02-14 11:02:24 +01:00
ocornut
d15e4100b8 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890) 2024-02-13 18:55:14 +01:00
ocornut
f966da1f8f Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890) 2024-02-13 16:31:33 +01:00
ocornut
bf1c96d4fa Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890) 2024-02-13 16:24:44 +01:00
ocornut
fd8d6dc5d1 Backends: SDL2,SDL3: tidying up. 2024-02-13 15:49:49 +01:00
ocornut
e0ba0d0433 Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166) 2024-02-12 18:46:01 +01:00
ocornut
11d73f03ee Backends: Vulkan: Fix/amend 8901931 2024-02-12 17:18:52 +01:00
Shawn Hatori
89019319dd Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037) 2024-02-12 16:55:00 +01:00
璀境石
1d6f0cea0e Backends: DX9: use RGBA texture to avoid conversion if supported 2024-02-12 16:05:10 +01:00
ocornut
3af739a2d1 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063)
Amend f37f6f6
2024-02-12 15:21:48 +01:00
ocornut
2af01baffd Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set.
https://github.com/libsdl-org/SDL/issues/9029
2024-02-12 14:57:39 +01:00
ocornut
915c6393ad Version 1.90.3 WIP 2024-02-12 14:54:48 +01:00
ocornut
8490a262c4 Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. (amends) 2024-02-09 17:28:41 +01:00
ocornut
71bcf350bd Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-02-09 17:26:45 +01:00
ocornut
536090303a Version 1.90.2 2024-02-09 16:59:31 +01:00
ocornut
7b5357d817 Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
Added ImGuiViewport ID in Master branch.
2024-02-09 16:32:26 +01:00
ocornut
30ba3c347c Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071) 2024-02-09 15:43:25 +01:00
ocornut
59c8db69eb Demo: reorder Demo->Configuration section with docking/viewports section. 2024-02-09 15:27:35 +01:00
ocornut
70aa717a8e Combo: Fixed not reusing windows optimally when used inside a popup stack. 2024-02-09 15:23:43 +01:00
ocornut
5cdc4a2a41 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300) 2024-02-09 14:20:12 +01:00
ocornut
76e09c4b0f ClosePopupsOverWindow(): amend to remove _ChildWindow test.
Said test seems unnecessary and incorrect as we test hierarchy now. See test "nav_ctrl_tab_popups" in ImGuiTestSuite.
2024-02-08 17:08:01 +01:00
ocornut
3a078466a7 Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. 2024-02-08 16:06:55 +01:00
ocornut
7d67623d15 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment. 2024-02-08 15:46:17 +01:00
ocornut
a5e0e90c16 Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact. 2024-02-08 15:44:46 +01:00
ocornut
1e8fc01ddd InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename 2024-02-08 15:25:04 +01:00
ocornut
a06dd7a27b OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533)
reopen
2024-02-08 15:02:22 +01:00
ocornut
f104967c68 Comments 2024-02-08 12:10:14 +01:00
ocornut
82eeafc196 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-02-07 22:10:33 +01:00
ocornut
06ce312745 InputText: Internal: added reload from user-buf feature. (#2890)
Very highly requested feature (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968).
Also useful for interactive completion/selection popups (#2057, #718)
Based on @kudaba PR. Design for Inputtext V2 should make this obsolete.
2024-02-07 22:04:18 +01:00
Bruce Mitchener
f50ddc431e Fixed some typos. (#7282) 2024-02-01 18:30:00 +01:00
Bruce Mitchener
6172c22c5d CI: Update to actions/checkout v4 from v3. (#7281) 2024-02-01 16:07:29 +01:00
ocornut
96839b445e Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other.
See test "inputs_owner_single_mod"
2024-01-25 16:51:07 +01:00
ocornut
7194756370 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl) 2024-01-25 15:42:19 +01:00
Peter0x44
f1960b60c1 Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266)
There are two issues here - first, this macro uses AT&T specific syntax with $, which is not necessary. Also, some assemblers (nasm) emit different bytes for "int 3" and "int3", so it's better to use "int3" (cd 03 vs cc)

More importantly, GDB has some failing assertion whenever stepping after hitting an "int3" instruction. This makes it practically useless, as is. For some reason, putting a nop afterwards as a workaround is okay.

Related discussions:
https://sourceware.org/bugzilla/show_bug.cgi?id=31194
https://lists.sr.ht/~skeeto/public-inbox/%3C2d3d7662a361ddd049f7dc65b94cecdd%40disroot.org%3E
2024-01-25 11:48:16 +01:00
ocornut
8491cf36ad Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed.
Amend fc134f5
2024-01-24 18:53:36 +01:00
ocornut
9176eedf24 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op. 2024-01-24 18:51:00 +01:00
ocornut
1509842107 Backends: OpenGL3: Shallow tweak of compile-time extensions detection.
Detect polygon mode using same method as others (not define/symbol).
IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -> IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
2024-01-24 15:21:46 +01:00
Clément Gallet
1ce41f6218 Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
Amended with (bd->GlVersion >= 210) checks.
2024-01-24 15:01:59 +01:00
actboy168
54ef4092a9 Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled. (#7257) 2024-01-24 14:51:04 +01:00
ocornut
81e0be856a Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256) 2024-01-24 14:27:43 +01:00
ocornut
eb42e164dd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-01-22 19:01:25 +01:00
ocornut
a201af7354 Added SetNextItemShortcut() wip function. (#456)
Mark widget as hovered. Amend d10641b.
2024-01-22 18:38:54 +01:00
ocornut
4c2c09450a Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456)
Amend d10641b
2024-01-22 18:26:45 +01:00
ocornut
5b5e9bd0cb Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums. 2024-01-22 17:43:58 +01:00
ocornut
7c3fa7d049 Refactor: moved section in imgui_internal.h 2024-01-22 17:42:00 +01:00
rajveermalviya
9266c0d2d1 Backends: WebGPU: Avoid leaking pipeline layout. (#7245) 2024-01-22 15:37:00 +01:00
ocornut
595eb86624 Changelog, comment, minor data compaction 2024-01-22 15:27:36 +01:00
ocornut
6850194f60 CI: Fixes WGPU example build. 2024-01-22 15:01:21 +01:00
ocornut
5fc0a361b2 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) 2024-01-22 14:54:45 +01:00
ocornut
831d42c1ab Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240) 2024-01-22 14:53:30 +01:00
ocornut
e3c7ff944d Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually.
Also aimed at reducing diff for https://github.com/ocornut/imgui/pull/7132 tho this will lead in conflict.
2024-01-22 14:37:53 +01:00
Frank McCoy
15908502ed Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250) 2024-01-22 11:15:14 +01:00
Michał Cichoń
788747f863 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251) 2024-01-22 10:45:41 +01:00
ocornut
763100b385 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) 2024-01-19 18:37:21 +01:00
ocornut
c7edb446ca Shortcut(): always test ownership.
- It doesn't sense to test route without ownership (which may be overrided by code not using routing)
- It also wouldn't be possible to call Shortcut() with _None anyway, since successful routing sets ownership.
Tangential to experiments for #7237
2024-01-19 16:40:24 +01:00
ocornut
1844f903d5 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut
InputText: no need to call SetShortcutRouting() directly.
Tangential to experiments for #7237
2024-01-19 16:22:45 +01:00
ocornut
5ddfbb80d8 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2024-01-19 14:52:33 +01:00
ocornut
01b99a974d Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2024-01-19 14:50:46 +01:00
ocornut
2f48337335 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes. 2024-01-19 14:50:38 +01:00
ocornut
cab7edd135 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2024-01-17 18:38:03 +01:00
ocornut
d7c2a0e38f Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls. 2024-01-17 18:21:04 +01:00
ocornut
3b828d3701 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2)
Diff not ideal (in Fork it looks like ItemSize is moved) but understandable at a glance.
2024-01-17 17:34:28 +01:00
ocornut
ff5f3aa38b Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1)
Moved KeepAliveID() as well for increased locality.
Adding dummy ItemAdd() placeholder to facilitate diffing (otherwise single commit single diff is a mess).
2024-01-17 17:32:50 +01:00
ocornut
1a48a63446 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness. 2024-01-17 15:55:36 +01:00
ocornut
33fabdf392 Scrollbar() doesn't forcefully mark itself as hovered when held.
Weirdly as old as when dinosaurs roamed earth, aka first commit (per-1.0).
+ Minor alignment in both sense of the term :) Reduce padding in ImGuiNextItemData.
2024-01-17 15:47:14 +01:00
ocornut
d431d85839 Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11) 2024-01-17 15:33:12 +01:00
ocornut
f0d1f61fa5 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. + 2024-01-17 15:23:30 +01:00
ocornut
095665977f Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId.
Aimed at allowing activating another item with a shortcut without losing NavId.
Initial logic from c2cb2a69, with minor amends db5f1b79c, cea78cc57.
2024-01-17 14:52:05 +01:00
ocornut
d10641b04a Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. 2024-01-17 14:02:07 +01:00
ocornut
03417cc77d Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232) 2024-01-17 13:26:02 +01:00
ocornut
5fdcdf7080 Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456) 2024-01-16 17:51:14 +01:00
ocornut
80d5cb1ab1 Comments around ImGuiInputFlags. 2024-01-16 16:25:08 +01:00
ocornut
80c83a4277 Docking: added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to configure a dock node to automatically set ParentWindowForFocusRoute on its docked windows. (#6798, #2637, #456) 2024-01-16 14:30:43 +01:00
ocornut
cceff4684a Docking: added ImGuiWindowClass::FocusRouteParentWindowId as a public facing version of SetWindowParentWindowForFocusRoute() (#6798, #2637, #456) 2024-01-16 14:30:42 +01:00
ocornut
1cc0eb4d32 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning. 2024-01-16 12:32:00 +01:00
ocornut
69b64e2b73 Internals: Docking: revert 32a3c61 in favor of user explicitely calling SetWindowParentWindowForFocusRoute(). (#6798)
The revert doesn't look the same as 32a3c61 as since then we are baking focus roue into NavFocusScopePath().
2024-01-16 11:50:00 +01:00
ocornut
a27f22f0e9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
#	imgui_internal.h
2024-01-16 11:43:36 +01:00
ocornut
46e5f44ec8 Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456)
Amend d474836
Begin: tweak clearing of CurrentWindow as FocusWindow() relies on it now.
Addded SetWindowParentWindowForFocusRoute() helper.
2024-01-16 11:39:41 +01:00
ocornut
e0c8c80ada Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456) 2024-01-15 17:33:47 +01:00
ocornut
4b20a0217e Internals: add window to FocusScopeStack. (#6798) 2024-01-15 17:33:47 +01:00
ocornut
2156db7a07 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456) 2024-01-15 17:33:23 +01:00
ocornut
dd0efdc637 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226)
Amend 70f2aaff
2024-01-15 17:32:11 +01:00
ocornut
8a3dfda8d0 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
Amend 3a90dc38 (#2589, #2598, #3108, #3113, #3653, #4642)
2024-01-15 11:30:52 +01:00
ocornut
6228c2e1ec Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available. 2024-01-11 20:22:37 +01:00
ocornut
32a3c61d00 Internals: Shortcut() follow docking chain (until we formalize a more general focus scope stack). (#456) 2024-01-11 19:48:31 +01:00
ocornut
70bb6d1e79 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) 2024-01-11 14:57:38 +01:00
Tristan Gouge
82df7c8bf4 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) 2024-01-11 14:43:51 +01:00
ocornut
29809d7220 Version 1.90.2 WIP 2024-01-11 14:37:13 +01:00
ocornut
db049db860 Docs: tweak, fixed misplaced changelog entry. (#7084) 2024-01-11 13:14:21 +01:00
ocornut
2dc85e6e43 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2024-01-10 18:34:23 +01:00
ocornut
d6cb3c923d Version 1.90.1 2024-01-10 18:00:57 +01:00
ocornut
6470e2279e Debug Tools: DebugRenderKeyboardPreview() scales better. 2024-01-10 17:35:41 +01:00
ocornut
fdf8d02be1 Debug Tools: Added io.ConfigDebugIsDebuggerPresent and Debug Break buttons. (#2673) 2024-01-10 17:33:19 +01:00
ocornut
788bb58b6b Metrics: Tweak, reorganize tools menu. 2024-01-10 15:12:24 +01:00
ocornut
a5dec42866 Debug Tools: Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only. (#5855) 2024-01-10 15:12:24 +01:00
ocornut
a3eea8a75a Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. (#6983)
Amend 0f50b52da
2024-01-09 23:26:05 +01:00
ocornut
cf02023565 Internals, Inputs: Fix for ImGuiInputFlags_RepeatUntilXXX logic when #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
Amend 8323a06. Eager to get rid of legacy IMGUI_DISABLE_OBSOLETE_KEYIO stuff: technically it's been two years, may give it another one.
2024-01-09 23:05:53 +01:00
ocornut
69bf3291df Internals, Inputs: Fix for ImGuiInputFlags_RepeatUntilXXX logic when #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
Amend 8323a06. Eager to get rid of legacy IMGUI_DISABLE_OBSOLETE_KEYIO stuff: technically it's been two years, may give it another one.
2024-01-09 23:05:45 +01:00
ocornut
ebcfcd8da3 Merge branch 'master' into docking 2024-01-09 22:39:06 +01:00
ocornut
8deb1007cd Backends: OSX: Fixed IME position in multi-monitor/multi-viewports setups. (#7028) 2024-01-09 22:36:01 +01:00
ocornut
a683033e49 Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-monitor setups. (#7028, #7101, #6009, #6432) 2024-01-09 22:21:57 +01:00
ocornut
af00b182e3 Examples: SDL3: Minor fixes following changes to API (SDL_WindowFlags -> Uint32).
"The SDL_WindowFlags enum should be replaced with Uint32"
2024-01-09 16:04:48 +01:00
ocornut
fc2e532f99 Shortcut: do not return true on mods changes. Internals: added ImGuiInputFlags_RepeatUntilKeyModsChange, ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags_RepeatUntilOtherKeyPress. (#456, #2637)
Took a while to come to this design, but it is flexible and lightweight and allow all decision to be taken a polling location. All three policies are useful.
2024-01-09 15:54:12 +01:00
ocornut
8323a06e6d Inputs: passing ImGuiInputFlags_RepeatXXX options automatically adds ImGuiInputFlags_Repeat.
Will make extra sense with next commit where we add ImGuiInputFlags_RepeatUntil options.
2024-01-09 12:09:42 +01:00
ocornut
58261dbe9a Internals: alter ImGuiInputFlags values to leave room + indent. 2024-01-09 12:06:58 +01:00
ocornut
f1ae47c4b9 Docs: update links to Proggy Fonts. (#7211) 2024-01-09 12:06:58 +01:00
ocornut
7f9533b840 ColorPicker: Fixed saturation/value cursor radius not scaling properly.
+ Misc docs/comments.
2024-01-08 16:08:12 +01:00
Tom Seddon
27e83c2953 Add comment about how ImGuiKey values are named after US keyboard keys. (#7205)
General text input is already covered by AddInputCharacter. For scancode-based key up/down info, simplest to admit that the up/down state indexes are kind of arbitrary and may not actually map perfectly to the labels on the keys.
2024-01-08 11:37:38 +01:00
ocornut
278cf1a7bc Readme: updated binaries. (#7193)
+ removed two now unnecessary casts.
2024-01-05 16:47:39 +01:00
omar
edeb8ee3ab More compact issue_template.yml 2024-01-05 11:42:22 +01:00
uusdnfdsfhnttyh
c6716f5e9f Fixed typo (#7197) 2024-01-05 10:11:08 +01:00
ocornut
a1b06823fe Windows: BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground is specified. (#1710, #7194) 2024-01-04 17:23:30 +01:00
ocornut
0461ade24b Reworked issue template (amends) (#5927, #5915) 2024-01-04 16:53:26 +01:00
ocornut
c528b688cf Reworked issue template. (#5927, #5915) 2024-01-04 16:38:58 +01:00
omar
26eef4df87 Update issue_template.md 2024-01-04 15:15:48 +01:00
ocornut
7938550d52 Comments and some extra line-wrapping in demo (#3193) 2024-01-04 11:50:38 +01:00
Pascal Thomet
4758f74676 imgui_freetype: fix nullptr to ImTextureID cast (#7192) 2024-01-03 22:54:36 +01:00
ocornut
e3d7cd665d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_vulkan.cpp
2024-01-03 18:33:44 +01:00
ocornut
6f10cef2a1 Backends: Vulkan: moved structure declarations.
This is mostly to facilitate maintainance of #6616.
2024-01-03 16:19:03 +01:00
ocornut
33d18c580b Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL. (#7175) 2024-01-03 14:56:21 +01:00
ocornut
0ea99132c8 Backends: Vulkan: Stop creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. 2024-01-03 14:11:40 +01:00
Tristan Gouge
4778560e66 Backends: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous validation layer. (#7189, #4238) 2024-01-03 12:17:08 +01:00
Axel Paris
e8dd47effa Backends: WebGPU: Fixing an issue when opening a popup in the wgpu backend (#7191)
Amend 2b0bd40b9
2024-01-03 12:05:37 +01:00
ocornut
718fa0eec6 Happy new year! 2024-01-02 22:03:36 +01:00
David Maas
2523c197bc Fixed title bar background alpha being used to render viewport-owned windows. (#7184, #7181) 2023-12-31 00:45:25 +01:00
kida22
240ab5890b Backends: GLFW, Input: Use Unicode version of WndProc for get correct input for text in utf-8 code page. (#7174)
Similar to #6785, #6782, #5725, #5961 for for GLFW backend.
2023-12-29 18:21:21 +01:00
ocornut
4a2426449a Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text editing. (#6810, #7096) 2023-12-22 19:51:49 +01:00
Kai Wang
20e1caec85 Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE. (#7152, #7153) 2023-12-21 14:18:43 +01:00
ocornut
f039e69b9c Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize grip without moving it. 2023-12-21 14:14:39 +01:00
ocornut
4aa81116a5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	imgui.cpp
2023-12-20 23:57:19 +01:00
ocornut
8340a30d27 Debug: move debug assertion in post-clip code to reduce overhead. (#4796 and more).
Amend c80179921
2023-12-20 16:23:27 +01:00
ocornut
1e1013085b Debug Tools: Debug Log: Hide its own clipper log to reduce noise in the output. 2023-12-20 16:22:35 +01:00
ocornut
036a6c875e ColorEdit4: Further tweaks for very small sizes. (#7120, #7121) 2023-12-20 11:06:22 +01:00
ocornut
0bd6489721 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: fixed multi-components width in tight space (#7120, #7121)
+ extra tweak color ColorEdit4() label. Amend 86512ea, 3464662
2023-12-19 20:50:17 +01:00
ocornut
0000739c08 Internals: Fixed function name typo. 2023-12-19 20:32:09 +01:00
ocornut
33d426842d Backends: Vulkan: ImGui_ImplVulkan_CreateFontsTexture() calls vkQueueWaitIdle() instead of vkDeviceWaitIdle(). (#7148, #6943, #6715, #6327, #3743, #4618) 2023-12-19 18:25:09 +01:00
ocornut
3cb805489b Backends: GLFW, Emscripten: fixes for canvas resizing, amends. (#6751)
Amend 22a7d24
2023-12-19 16:09:44 +01:00
Pello Rao
22a7d241ff Backends: GLFW, Emscripten: fixes for canvas resizing. (#6751) 2023-12-19 15:56:31 +01:00
ocornut
b4c5a83cfe Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. (#2625, #7143) 2023-12-19 13:55:09 +01:00
ocornut
70f2aaff43 Nav: tabbing happen within FocusScope. ImGuiWindowFlags_NavFlattened make window inherit focus scope from parent. 2023-12-19 13:48:04 +01:00
ocornut
55073aa7a3 Examples; SDL: added missing return values checks from SDL_CreateWindow() calls. (#7147) 2023-12-19 11:22:43 +01:00
ocornut
8764a1b7c4 Backends: Vulkan: free FontCommandBuffer explicitely (not actually required in normal code path, unless ImGui_ImplVulkan_DestroyDeviceObjects is declared directly). (#7104) 2023-12-19 10:51:15 +01:00
Kevin Coghlan
089ed30323 Replace usages of ImGuiKey_KeyPadEnter with ImGuiKey_KeypadEnter. (#7143) 2023-12-19 00:30:49 +01:00
ocornut
e265610a0c Fixes for MSVC code analyzer. 2023-12-18 18:36:01 +01:00
ocornut
f59b54c6f4 Nav: Activation can also be performed with Keypad Enter. (#5606) 2023-12-18 18:23:53 +01:00
ocornut
0d582dabf3 Fixed warning (amend 54c1bde) 2023-12-14 17:24:23 +01:00
ocornut
8add6bcb9f Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2023-12-14 17:21:15 +01:00
ocornut
6cfe3ddf52 InputTextMultiline: Tabbing through a multi-line text editor using ImGuiInputTextFlags_AllowTabInput doesn't activate it. (#3092, #5759, #787) 2023-12-14 17:15:43 +01:00
ocornut
54c1bdeceb Internals: removed unused ImGuiItemStatusFlags_FocusedByTabbing. (#4449)
Amend 1a7526d
2023-12-14 16:45:40 +01:00
ocornut
4afffa36e9 InputTextMultiline: Fixed Tab character input not repeating
(1.89.4 regression)
2023-12-14 16:31:18 +01:00
ocornut
f6836ff37f Misc: Rework debug display of texture id in Metrics window (amend) (#7090)
Amend 96b5b17
2023-12-12 18:24:30 +01:00
ocornut
07dbd46ddd Misc: Rework debug display of texture id in Metrics window to avoid compile-error when ImTextureID is defined to be larger than 64-bits. (#7090) 2023-12-12 18:18:52 +01:00
Nahor
34646627aa ColorEdit4: improve components width computation to better distribute the error (#7120) (#7123) 2023-12-12 11:07:01 +01:00
Nahor
86512eac06 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components width computation to better distribute the error. (#7120, #7121) 2023-12-12 00:34:18 +01:00
ocornut
03298fe875 Windows: Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y). (#7106) 2023-12-10 12:53:20 +01:00
ocornut
69f524ba95 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: Added when component <= 0. (#7095) 2023-12-08 18:43:29 +01:00
ocornut
9d8de45313 Image(): comment and minor refactor to resurface the fact that a border size may be added. (#2118)
Make more similar to ImageButton()
2023-12-07 16:07:50 +01:00
ocornut
5366bd09bf Scrolling: internal scrolling value is rounded instead of truncated. (#6677) 2023-12-07 15:47:18 +01:00
ocornut
c58d2c89c3 Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt. (#7084) 2023-12-07 14:20:35 +01:00
ocornut
1fade35159 DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: Fixed incorrect pushes into ItemWidth stack when number of components is 1. [#7095] 2023-12-07 14:01:53 +01:00
ocornut
58ca5f6424 Shortcut(): clearer early out in SetShortcutRouting() -> CalcRoutingScore() path. 2023-12-06 16:15:11 +01:00
ocornut
d72e1563d4 Removed CalcListClipping() marked obsolete in 1.86. (#3841) + comments
Amend 64daeddf
2023-12-06 15:10:12 +01:00
Anılcan Gülkaya
9a2985611c Backend: Android: Remove Redundant Check (#7093) 2023-12-06 04:29:40 +01:00
ocornut
0b77980cab Moved Tables API related declarations to their own section in imgui.h 2023-12-05 18:13:04 +01:00
ocornut
aaf157cfdd Commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. Commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted in 1.80.
Amend 9499afdf and 72de6f336
2023-12-05 17:04:19 +01:00
ocornut
96b5b1724b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_internal.h
2023-12-05 12:20:16 +01:00
Johel Ernesto Guerrero Peña
1fd5ff7152 Avoid C++26 removed deprecated arithmetic conversion on enumerations. (#7088, #7089. #2983, #3040) 2023-12-05 12:13:08 +01:00
Bryce Berger
52886872f1 Misc: Added IMGUI_USER_H_FILENAME to change the path included when using IMGUI_INCLUDE_IMGUI_USER_H. (#7039) 2023-12-01 14:26:21 +01:00
ocornut
5768de79e2 InputText, ColorEdit, ColorPicker: better support for undocumented ImGuiItemFlags_ReadOnly flag. (#7079, #211)
Amend fdc526e8f
2023-12-01 13:57:28 +01:00
ocornut
b112d73edb Menus: amend to clarify/fix static analyzer warning. (#6671, #6926) 2023-11-29 17:08:06 +01:00
ocornut
2ee40d3cf9 Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926) 2023-11-29 16:46:21 +01:00
ocornut
b4b864e40a Backends: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) 2023-11-29 14:24:25 +01:00
ocornut
d2b0167610 Fixed link error when using IMGUI_DISABLE_DEBUG_TOOLS 2023-11-29 14:09:39 +01:00
ocornut
7965494ff3 Debug Tools: Added DebugFlashStyleColor() to identify a style color. Added to Style Editor. 2023-11-28 19:40:38 +01:00
ocornut
c1a3c7f445 Fixed Clang zealous warnings 2023-11-28 19:33:10 +01:00
ocornut
c6ec69c7c1 Using nullptr in remaining examples/backends locations. (#6313, #7071, #4537) 2023-11-28 19:29:17 +01:00
ocornut
888834c636 Backends: Android: Fixed build breaking typo. (#7060)
Amend 86891b0. My bad for not testing this.
2023-11-28 15:23:45 +01:00
ocornut
077e4db772 Misc: Added extra courtesy ==/!= operators when IMGUI_DEFINE_MATH_OPERATORS is defined. 2023-11-28 15:00:32 +01:00
ocornut
f6253b87d0 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2023-11-28 14:39:46 +01:00
ocornut
6f171a066d Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when navigation is enabled. (#6997) 2023-11-28 14:28:19 +01:00
Marc Delorme
e07663d9a1 Docking: transform ImGuiContext* ctx = GImGui to ImGuiContext& g = *GImGui for consistency (#5856) 2023-11-28 14:18:52 +01:00
Chris Gregory
1f3090a48d Backends: SDL3: Fix indent (#7062) 2023-11-28 12:09:07 +01:00
ocornut
86891b0986 Backends: Android: ImGui_ImplAndroid_HandleInputEvent() takes a const AInputEvent* (#7060) 2023-11-28 12:08:05 +01:00
ocornut
f37f6f67f6 Windows: BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport minus padding. (#7063) 2023-11-27 16:33:20 +01:00
ocornut
bce4db00bc Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect. (#7049, #4281, #3272) 2023-11-22 19:30:16 +01:00
sakiodre
65a10410e3 Docs: Add suggestion to turn of char8_t behavior for C++20 (#7025) 2023-11-22 19:09:14 +01:00
ocornut
61b8197942 Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds.
Bitting the bullet, as we rarely update this (and it is rarely updated) and it we may replace it anyhow.
2023-11-22 14:12:31 +01:00
ocornut
3733b5064e Backends: SDL3: Fixed unused variable warning on master on some targets. (#7000) 2023-11-17 12:28:25 +01:00
codefrog2002
c5c1c4134b Backends: OpenGL3: imgui_impl_opengl3_loader.h: change #define ARRAY_SIZE to GL3W_ARRAY_SIZE to avoid external conflicts (#7017, #7018) 2023-11-16 01:38:47 +01:00
ocornut
7bb0a525c3 Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully. (#7016, #3466, #6846) 2023-11-16 00:00:26 +01:00
ocornut
3d083dbe1a Version 1.90.1 WIP 2023-11-15 23:53:58 +01:00
ocornut
ce0d0ac829 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2023-11-15 16:08:53 +01:00
ocornut
b81bd7ed98 Version 1.90.0
w/ Changelog tweaks.
2023-11-15 15:56:05 +01:00
Oliver Eriksson
6695006bea Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling UseDynamicRendering. (#6999, #5446, #5037) 2023-11-15 14:53:32 +01:00
ocornut
623bff23ce Windows: WindowMinSize not applied on AlwaysAutoResize window. (amend e2035a5)
See "window_size_min" test. Waiting for a fuller simplification of this, probably for a future version.
2023-11-15 14:44:01 +01:00
ocornut
f298491a8a Docs: amend/tweak details about using io.WantCaptureMouse. (#7012) 2023-11-15 13:29:37 +01:00
ocornut
5de1312e1c SplitterBehavior: tweak to not assert due to floating point precision.
Not guaranting behavior: clamping makes output lossy, size_1+size_2 in theory may be instable but couldn't repro.
API probably needs rework anyhow (should redistribute from provided available space).
2023-11-14 15:34:30 +01:00
ocornut
afadf74a53 BeginChild: undo child name simplification as it reveal an issue with handling of ### in child names.
When the later is fixed we can re-enable this. Essentially reverts 8ee8513.
2023-11-14 14:23:18 +01:00
ocornut
46843b683b Fonts: minor/shallow amends (#6925) 2023-11-13 19:00:29 +01:00
thedmd
ade4d0e08a Fonts: added support for RasterizerDensity to FreeType based atlas generator. (#6925) 2023-11-13 19:00:28 +01:00
thedmd
ed29ff08ba Fonts: added support for RasterizerDensity in built-in atlas generator. (#6925) 2023-11-13 19:00:28 +01:00
thedmd
abfb9269b5 Fonts: added RasterizerDensity to ImFontConfig. (#6925) 2023-11-13 19:00:28 +01:00
ocornut
0941adc931 Backends: SDL3: Updates for recent API changes. (#7000) (w/ multi-viewports version)
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
2023-11-13 16:24:50 +01:00
ocornut
add915bdc4 Backends: SDL3: Updates for recent API changes. (#7000) 2023-11-13 16:21:18 +01:00
omar
4ad5817aac Update backends/language lists
e.g. for #6579
2023-11-13 15:47:25 +01:00
ocornut
75c46a3930 Demo: Partly fix resizing constraint demo. (#6210, #5627)
Broken by 2569c6474
2023-11-13 14:53:14 +01:00
ocornut
fe6544622b SetNextWindowSizeConstraints() clarified parameters, fixed comments. (#1139, #3186, #3270) 2023-11-13 14:13:17 +01:00
ocornut
454f36d2af Removed 'bool border' legacy versions of BeginChild() as they seemingly have no value other than confusing user and IDE.
Amend 7713c29 (was for #1666, #1496, #1395, #1710)
2023-11-10 16:03:19 +01:00
ocornut
9d950444a2 Backends: Vulkan: Fixes for VK_NO_PROTOTYPES (docking merge + reorder docking only bits)
Amend for 6e7b43b,79a9e2f
2023-11-10 15:40:41 +01:00
ocornut
44dbad64d7 Backends: Vulkan: Fixes for VK_NO_PROTOTYPES.
Amend for 6e7b43b,79a9e2f
2023-11-10 15:10:27 +01:00
ocornut
450f1d7e7b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2023-11-10 14:56:10 +01:00
ocornut
79a9e2fdfb Backends: Vulkan: (Breaking) full font upload is performed by ImGui_ImplVulkan_CreateFontsTexture(), no need for user code to create or provide a command-buffer. Removed ImGui_ImplVulkan_DestroyFontUploadObjects(). (#6943, #6715, #6327, #3743, #4618)
See changes in example_glfw_vulkan/main.cpp and example_sdl2_vulkan/main.cpp for reference.
2023-11-10 14:53:34 +01:00
ocornut
6e7b43b6c7 Backends: Vulkan: Added ImGui_ImplVulkan_DestroyFontsTexture(), made ImGui_ImplVulkan_CreateFontsTexture() destroy previous one. (#6943, #6715, #6327, #3743, #4618) 2023-11-10 14:53:06 +01:00
ocornut
d0da79c572 Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automaticaly define IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 2023-11-09 16:51:31 +01:00
ocornut
ab522dd18c Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537) 2023-11-09 16:44:39 +01:00
ocornut
0f50b52da4 Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1". (#6983) 2023-11-09 12:38:56 +01:00
ocornut
5170a9d6dc Tables: Internals: renamed TableDrawContextMenu() to TableDrawDefaultContextMenu() for clarify.
Followup to fea52e2
2023-11-09 12:22:35 +01:00
ocornut
fea52e29aa Tables: added flags to TableDrawContextMenu() in order to display selected sections + added internal table->DisableDefaultContextMenu = true way to submit your own contents.
Amend 088ddef
2023-11-09 12:19:52 +01:00
ocornut
37ea320b96 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2023-11-07 20:20:41 +01:00
ocornut
0d3b468cb3 BeginChild(): added ImGuiChildFlags_AutoResizeX, ImGuiChildFlags_AutoResizeY, ImGuiChildFlags_AlwaysAutoResize + support for SetNextWindowSizeConstraints(). (#1666, #1395, #1496, #1710) + Demo
Note that child don't report ideal content size to parent so nesting may be difficult.
Note 4e4042b simplified SkipItems logic.
Note e2035a5 standardizing WindowMinSize application on child
2023-11-07 20:15:32 +01:00
ocornut
44345c2108 Better documented the difference between BeginListBox() and BeginChild() w/ ImGuiChildFlags_FrameStyle.
BeginListBox() can't yet expose child flags because coarse clipping require query of stored size (same issue as with adding resize support to Tables).
2023-11-07 20:14:54 +01:00
ocornut
fa4c49b4a7 BeginChild(): resizing is only clamped on axis where there's no scrollbar. Added an extra ResizeX in Demo->Simple Layout. 2023-11-07 19:01:35 +01:00
ocornut
cdbc21a191 BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(). (#1666, #1496, #1395, #1710, #462, #503, #263)
Effectively allows us to avoid extending BeginChildFrame() api to mimic BeginChild() new parameters.
2023-11-07 18:50:32 +01:00
ocornut
ab47efd9a0 Bits / comments 2023-11-06 18:17:12 +01:00
ocornut
561af15d67 Internal: Added owner aware variant of IsMouseDoubleClicked() for consistency.
Amend 4448d97. Note that functions entry points will eventually be merged into one, so this is not a problem.
2023-11-06 14:09:35 +01:00
ocornut
376035fd01 Nav: fixed programmatic nav calls (e.g. SetKeyboardFocusHere() from storing io.KeyMods)
Note that the g.NavMoveKeyMods -> g.NavJustMovedToKeyMods chain is not used in this branch. Multi-select uses it.
2023-11-06 14:03:40 +01:00
ocornut
cfc71ab7c5 Made ImDrawCallback_ResetRenderState special value -8 instead of -1 so it is pointer aligned (#6969)
note https://github.com/dearimgui/dear_bindings/issues/56 may not be of direct use as-i.
2023-11-06 14:00:39 +01:00
ocornut
208b8242bc Docking: Settings: Fix for loss of settings caused by 9298e31 yesterday. (#6982) 2023-11-03 21:14:19 +01:00
ocornut
1ab63d925f Undid some of the changes done by c95fbb4 because they are not compatible with docking code.
(Will cherry-pick this from docking to master)

# Conflicts:
#	imgui.cpp
2023-11-02 18:08:39 +01:00
ocornut
4cde40dbe1 Undid some of the changes done by c95fbb4 because they are not compatible with docking code.
(Will cherry-pick this from docking to master)
2023-11-02 18:06:38 +01:00
ocornut
9298e310b2 Merge branch 'master' into docking (note: won't build as-is, see next commit)
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-11-02 18:05:43 +01:00
ocornut
c0bc43ccff Offset values for ImGuiWindowFlags_NoNavInputs, ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_UnsavedDocument.
(ABI breaking but we technically never supported ABI backward/forward compat, thought it is possible that some generated backends be affected)
2023-11-02 17:39:32 +01:00
ocornut
f1d1a8d32b Windows: use relative mouse movement for border resize when the border geometry has moved. (#1710)
(e.g. resizing a child window triggering parent scroll) to avoid resizing feedback loop.
2023-11-02 17:34:49 +01:00
ocornut
9235352400 BeginChild: Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY. (#1710) 2023-11-02 17:34:49 +01:00
ocornut
34a0bc456e BeginChild: Added ImGuiChildFlags_AlwaysUseWindowPadding, obsoleted ImGuiWindowFlags_AlwaysUseWindowPadding. (#462, (toward #1666, #1496, #1395, #1710)
(bonus: will also eventually free a window flag)
2023-11-02 17:26:23 +01:00
ocornut
7713c29258 BeginChild: Upgraded 'bool border = true' parameter to use a ImGuiChildFlags type and the ImGuiChildFlags_Border value. (toward #1666, #1496, #1395, #1710) 2023-11-02 17:26:05 +01:00
Luca Lolli
04e9a2fac1 Backends: SDL3: rename SDL_EVENT_DISPLAY (#6974)
SDL3 display events have been renamed
2023-11-01 13:53:30 +01:00
ocornut
88fec09715 ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip when ImGuiColorEditFlags_NoSidePreview is also set. (#6957) 2023-10-26 15:45:45 +02:00
ocornut
313676d200 Settings: omit outputing Collapsed=0 in .ini file. Changelog + docs tweaks 2023-10-20 17:56:54 +02:00
ocornut
8ee85137d8 BeginChild(): Internal name used by child windows now omits the hash/id if the child window is submitted in root of id stack of parent window.
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.h
2023-10-20 15:40:11 +02:00
ocornut
4e4042bc33 Windows: tidying up skipitems logic at end of Begin(), normally should be no meaningful side-effect. 2023-10-20 15:38:58 +02:00
ocornut
bc3c6e74e6 Windows: fixed double-clicked border from showing highlighted at the new position.
Amend c95fbb4 + misc tidying up, comments of grip/border resizing struct.
2023-10-19 18:38:32 +02:00
ocornut
e2035a514c Windows: shared code for CalcWindowMinSize().
+ Don't apply WindowMinSize during auto-fit of child windows (not exercised yet).
2023-10-19 17:32:51 +02:00
ocornut
c95fbb4464 Windows: Double-clicking bottom or right window border auto-resize on a singles axis. 2023-10-19 16:19:29 +02:00
ocornut
ade2acfd1d Inputs: Added IsKeyChordPressed() public helper function.
Amend 99913b5
2023-10-19 14:44:24 +02:00
ocornut
2a6d7b1eaa Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2023-10-18 19:45:19 +02:00
ocornut
1b9cb52d7b BeginChild(): rename parameters to reduce diff of upcoming patches.
Should be a no-op.
2023-10-18 19:41:51 +02:00
ocornut
f8dc03d702 Windows: Can also auto-resize by double-clicking lower-left resize grip (not only lower-right one). 2023-10-18 17:48:33 +02:00
ocornut
56f7e853be Demo: expose more Combo flags + misc tidying up. 2023-10-18 17:48:33 +02:00
ocornut
9a5da23553 Changelog formatting 2023-10-17 14:22:58 +02:00
ocornut
d6d00b4fcf Moved BeginChild() above BeginChildEx() as it is more readable.
Misc shallow tidying up. Should be a no-op.
2023-10-17 13:45:39 +02:00
ocornut
99913b5051 Internals: added IsKeyChordPressed() for consistency. 2023-10-16 22:21:29 +02:00
ocornut
a8bdbfddf9 Tables: Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765) 2023-10-16 21:51:13 +02:00
ocornut
8db02ef8df Tables: Fixed an issue with ScrollX enabled where an extraneous draw command would be created.
Randomly found while deep-diving into #6765.
ContentMaxXHeadersUsed has been set to max since the dawn of tables, which contradict the intent of passing zero-width to ItemSize(). The ItemSize code allowed SameLine() to operate, but this mistake setting ContentMaxXHeadersUsed would make right-most visible column in a ScrollX set incorrectly use a draw command due to header claiming whole column width.
2023-10-16 21:33:51 +02:00
ocornut
51d1a72e9b Docking: Revised undocking logic to reduce accidental whole-node undocking:
Amend bb2aa5e77.
Revert to normal threshold in StartMouseMovingWindowOrNode().
Added tooltip when hovering the collapse/window menu button.
2023-10-16 15:56:46 +02:00
ocornut
4521dec85d Docking: Fixed DockNodeBeginAmendTabBar() asserting on first call since ef8ff1b 2023-10-16 15:13:44 +02:00
ocornut
947255c3da Tooltips: made it possible to use ImGuiHoveredFlags_ForTooltip + a ImGuiHoveredFlags_DelayXXXX override. (#1485) 2023-10-16 14:57:44 +02:00
ocornut
0b8c6b9bce Internals: removed seemingly unused AutoFitChildAxises.
The clamp was done on BeginChild(). Amend 2545d75c
2023-10-13 14:52:08 +02:00
ocornut
12a3c77c2f Demo: Minor tweak to angled headers demo. 2023-10-12 20:00:34 +02:00
ocornut
83c4336828 Tables: fixed angled headers with frozen columns. 2023-10-12 19:48:29 +02:00
ocornut
f96c5443b1 Tables: fixed angled headers with frozen columns. 2023-10-12 19:47:58 +02:00
ocornut
f7fc186408 Merge branch 'master' into docking
+ 2 comments
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
2023-10-12 19:22:36 +02:00
ocornut
32228d8add Tables: added Angled headers support. Added ImGuiTableColumnFlags_AngledHeader, ImGui::TableHeadersAngledRow(), style.TableAngledHeadersAngle. (#2957) 2023-10-12 19:21:02 +02:00
ocornut
9f851ebfe4 Tables: added ImGuiTableFlags_HighlightHoveredColumn. 2023-10-12 19:15:17 +02:00
ocornut
be1311cfc1 Tables: fixed double-clicking on a column from clearing HoveredColumnBorder for a frame. 2023-10-12 13:56:06 +02:00
ocornut
08606714a3 Fixed incorrect assert in FocusTopMostWindowUnderOne() preventing child+popup from being used. (#6915, #718) 2023-10-12 12:21:30 +02:00
ocornut
5053d79a24 Tables: Internal: rework so stacked headers height may be used. 2023-10-11 17:28:07 +02:00
ocornut
b9ebb8e06f Tables: fixed right-clicking right-most section (past right-most column) from highlighting right-most column. 2023-10-10 16:44:56 +02:00
ocornut
feddcf3030 Combo: amends for ImGuiComboFlags_WidthFitPreview. (#6881)
Amend 112d8fc
2023-10-09 11:34:05 +02:00
mpv-enjoyer
112d8fc41d Combo: added ImGuiComboFlags_WidthFitPreview. (#6881) 2023-10-09 11:26:00 +02:00
ocornut
001f102f38 IO, Backends: added ImGuiKey_AppBack, ImGuiKey_AppForward. (#6891, #4921) 2023-10-05 21:26:07 +02:00
ocornut
7bbd758681 Backends: Win32: revert oops chunk.
Amend b0758c8
2023-10-05 20:58:25 +02:00
ocornut
b0758c86d8 Backends: Added support for extra ImGuiKey values: F13 to F24 function keys. (#6891, #4921) 2023-10-05 20:39:49 +02:00
Andon M. Coleman
73346e4341 IO: Add extra keys to ImGuiKey enumerator: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921) 2023-10-05 20:16:08 +02:00
ocornut
0312a29e4c ImageButton(): clarify purpose of size. (#6901, #5533, #4471, #2464, #1390).
Amend 4a2ae06ca
2023-10-05 18:51:45 +02:00
ocornut
1107bffe84 Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value to false when popup is closed in ways other than clicking the close button. (#6900) 2023-10-05 17:45:31 +02:00
ocornut
72ebd91567 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.h
2023-10-05 15:10:45 +02:00
ocornut
2c07d581de TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438) 2023-10-05 15:05:58 +02:00
ocornut
085ed7bfbe Drag and Drop: Rework drop target highlight. (#4281, #3272)
Amend 4ddb6b46, 4b94738c7
2023-10-05 14:13:27 +02:00
ocornut
0dd756bceb Moved GetCursorScreenPos/SetCursorScreenPos on top of its section.
+ update gallery thread link + minor typo (#6898)
2023-10-05 13:52:28 +02:00
ocornut
a63e2f0a33 Drag and Drop: Fixed submitting a tooltip from drop target location. Added demo.
Amend 7bbf8f2, 92b7d6b.
2023-10-05 12:06:40 +02:00
Nicolas "Pixel" Noble
64b1aeebf5 Backends: OpenGL3: rename gl3w's loader symbols to allow LTO compilation with another copy of gl3w. (#6875, #6668, #4445) 2023-10-05 11:03:28 +02:00
ocornut
28b237f94d Separator(): Altered end-points to use more standard boundaries. (#205, #4787, #1643, #759) 2023-10-03 15:26:35 +02:00
ocornut
330d763477 Separator: clarified setting the ImGuiSeparatorFlags_SpanAllColumns flag. (#759)
Technically a no-op.
2023-10-03 15:24:42 +02:00
ocornut
9064dbd404 Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424) 2023-10-02 15:28:22 +02:00
ocornut
a61438740d Debug Tools: Metrics: Added "Show groups rectangles" in tools. 2023-10-02 15:01:42 +02:00
ocornut
d27b4ad366 Backends: GLFW: support for case where secondary viewport WndProc is not the same as main viewport one. (#6889) 2023-10-02 12:09:13 +02:00
ocornut
17bfafda55 Backends: GLFW: moved WndProc hook to bottom of file + rename a field. (#6889)
No functional change in this commit.
2023-10-02 12:09:08 +02:00
ocornut
ff534b0d0a Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would prevent further filter from running. (#6882) 2023-10-02 10:57:22 +02:00
ocornut
f8aed6499f Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631)
Squashed of 2 master commits.
2023-09-28 20:16:13 +02:00
DKing
701a047ac0 Fonts: Fix clang compiling warning & error with freetype + lunasvg (#6873, #6842, #6591)
Amend d6360c1
2023-09-28 19:33:27 +02:00
ocornut
03e2a7f584 Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631)
Some tool undid or didn't queue a chunk? Amend c21278e.
2023-09-27 20:07:58 +02:00
ocornut
c21278eeae Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631)
Amend 8175a47
2023-09-27 19:49:12 +02:00
ocornut
b7c250925f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-09-27 18:21:39 +02:00
ocornut
2f431a948c IO: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics. 2023-09-27 18:14:48 +02:00
ocornut
f1519efb16 BeginGroup(): fix/amend 9ece0bd. 2023-09-27 17:25:55 +02:00
ocornut
456aa3bc0a Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the parent-menu would erroneously close the child-menu. (#6869)
Regression from 0dec430
2023-09-27 16:34:31 +02:00
ocornut
9ece0bdc02 BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call to SameLine() followed by manual cursor manipulation. 2023-09-26 21:07:25 +02:00
ocornut
8175a47881 Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIdStackToolWindow() ("ID Stack Tool"). (#4631) 2023-09-26 15:21:55 +02:00
ocornut
204ae8a407 Internals: added ImRect::ContainsWithPad() 2023-09-26 14:45:00 +02:00
ocornut
bb2fb74645 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2023-09-26 11:42:49 +02:00
ocornut
94da5842ef Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861) 2023-09-26 11:18:29 +02:00
ocornut
c418685315 Fixed window inner clipping rectangle off by one when window is located on a monitor with negative coordinates. (#6861, #2884) 2023-09-25 20:45:34 +02:00
ocornut
e5ca5351d5 TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was accidentally offset in 1.89.9. (#6862)
Amend 4a814244
2023-09-25 20:40:01 +02:00
ocornut
72ae6f5200 Fixed MousePosPrev with has never been valid outside of NewFrame().
bed6ef03f always worked because it was done in NewFrame() before the assignment.
2023-09-25 15:06:50 +02:00
ocornut
12ee2dd789 Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it. (#6859) 2023-09-25 10:58:29 +02:00
ocornut
d4869207e3 Misc: Most text functions also treat "%.*s" (along with "%s") specially to avoid formatting. (#3466, #6846) 2023-09-25 10:47:28 +02:00
Glordim
f4790f6f66 BeginItemTooltip: Rename flag in comment (#6853) 2023-09-22 17:52:50 +02:00
ocornut
daf49e9d82 Made ImFileOpen reuse a memory buffer so .ini saving doesn't allocate once every time. Added commented out MemAlloc/MemFree debug log. 2023-09-22 14:47:56 +02:00
ocornut
2c0007731f Docking: fixed calling DockContextCalcDropPosForDocking() with window in node without passing its node. 2023-09-20 17:27:55 +02:00
ocornut
61acb34e32 Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that don't carry the currently focused window. (#2304)
In TestSuite: see "docking_tab_focus_restore".
Remove old code ~ ed3c015f 8bac6d4 8cac70d8
+ Fix potential crash in IMGUI_DEBUG_LOG_DOCKING() path when using amended buttons.
2023-09-20 14:43:47 +02:00
ocornut
3ce6b06feb Merge branch 'master' into docking 2023-09-20 12:53:35 +02:00
ocornut
d6360c1ba9 Fonts, imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591) 2023-09-20 11:31:28 +02:00
ocornut
6c022f9bf1 IO, Inputs: rename SetMousePos() to TeleportMousePos(). (#6837, #228) 2023-09-18 17:11:10 +02:00
ocornut
ff36fe365e IO, Inputs: setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228)
Allow easily implementing wrapping behaviors.
2023-09-18 17:07:35 +02:00
ocornut
ef8ff1b5d8 TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize. (#6820, #4859, #5022, #5239)
Cherry-picked from docking's 64b1e44
2023-09-18 15:29:42 +02:00
ocornut
64b1e448d2 TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize. (#6820, #4859, #5022, #5239)
Removed ImGuiTabItemFlags_Preview. Will need cherry-picking in master.
2023-09-18 15:28:44 +02:00
ocornut
ac3bc73c13 Docking: Fixed node tab-bar not having a filled value for tab-bar which is required for claiming moue wheel ownership in (unenabled) ImGuiTabBarFlags_FittingPolicyScroll mode.
Amend 5f30191
2023-09-18 14:32:23 +02:00
ocornut
afd0d3fca1 Docking: made ImGuiDockNodeFlags_NoUndocking public. (#2999, #6823, #6780, #3492)
Amend 1612813.
2023-09-18 12:41:18 +02:00
ocornut
72d760ba00 Docking: (Breaking) renamed ImGuiDockNodeFlags_NoDockingInCentralNode -> ImGuiDockNodeFlags_NoDockingOverCentralNode, ImGuiDockNodeFlags_NoSplit -> ImGuiDockNodeFlags_NoDockingSplit.
Shuffled other internal flags and added comments.
2023-09-18 12:27:29 +02:00
ocornut
f693c3d806 Docking: made "ImGuiDockNodeFlags_NoDocking" a combination of all others ImGuiDockNodeFlags_NoDockingXXX flags. (#2999, #6823, #6780, #3492) 2023-09-18 11:27:44 +02:00
ocornut
7e246a7bb9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-09-16 13:51:51 +02:00
ocornut
6addf28c4b Fonts: Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers prior to building again. (#6825) 2023-09-16 13:40:35 +02:00
ocornut
1612813114 Docking: Internals: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780) 2023-09-15 20:44:26 +02:00
ocornut
14f8b76c1a Docking: Comments. Removed misleading shared/local identicators. (#6823, #2999)
NoDocking not marked as saved (it never was). Removed unused ImGuiDockNodeFlags_LocalFlagsMask_.
2023-09-15 20:44:15 +02:00
ocornut
b101cf46b6 ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. 2023-09-15 18:43:04 +02:00
ocornut
8a2cd81091 TypingSelect: always enable nav highlight.
Otherwise in non multi-select contexts as nav dosn't automatically select result would not always be visible.
2023-09-15 16:58:06 +02:00
ocornut
223b19f116 Fixed warning when builidng with IMGUI_DISABLE_DEBUG_TOOLS. 2023-09-14 18:37:30 +02:00
ocornut
779568bb38 TypingSelect: tidy up some more + split ino functions to make reuse simpler. 2023-09-14 18:36:21 +02:00
ocornut
661a70fc79 TypingSelect: fast switch between characters in + debug, internal renames.
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-09-14 17:45:54 +02:00
ocornut
32171a8b0c Fonts: Better assert during load when passing truncated font data or wrong data size. (#6822) 2023-09-14 14:40:28 +02:00
ocornut
c32db3c72b Tables: Fixed an edge-case when no columns are visible + table scrollbar is visible + user code is always testing return value of TableSetColumnIndex() to coarse clip. 2023-09-12 20:40:06 +02:00
ocornut
c86ce70968 Internal: Nav,MultiSelect: import ImGuiSelectionUserData, SetNextItemSelectionUserData() from MultiSelect. Track NavLastValidSelectionUserData as a convenience. 2023-09-12 20:29:36 +02:00
ocornut
f336e639e9 TypingSelect: rework GetTypingSelectRequest(), provide TypingSelectFindResult().
Amend 9714594
2023-09-12 16:36:54 +02:00
ocornut
9714594c35 Tooltips: made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to activate tooltips on disabled items.. (#1485) 2023-09-12 11:55:34 +02:00
ocornut
6eb2681c09 Internals: InitOrLoadWindowSettings() clear Size again for better data nuking in tests. Debug Log: added ImGuiDebugLogFlags_OutputToTestEngine flag. 2023-09-11 20:41:09 +02:00
ocornut
bed492da70 Tables: amend support for auto-resize. (#6807)
Amend 3aceb61. Refer to tests "table_reported_size_outer_clipped" and "table_clip_auto_resize".
2023-09-11 20:38:40 +02:00
Dexter Castor Döpping
556a1397a9 Tables: Remove comment referencing removed field SortSign (#6807) 2023-09-11 17:26:53 +02:00
ocornut
3aceb61059 Tables: Request user to submit contents when outer host-window is requesting auto-resize. (#6510) 2023-09-11 17:16:01 +02:00
ocornut
da21b74313 Tables: Fixed subtle drawing overlap between borders in some situations. (#2957, #6765) 2023-09-11 15:32:25 +02:00
ocornut
5a483c2ffb Tables: Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong in some situations, causing the earlier to be visible underneath when alpha is not 1.0f. 2023-09-11 15:02:49 +02:00
ocornut
a34071876f Tables: Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) 2023-09-11 14:44:52 +02:00
ocornut
357f752bed Docs: add more links to the top of every examples and backends files. 2023-09-11 14:01:40 +02:00
ocornut
b9ab6e2019 Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set. (#6802, #3092, #5759, #787) 2023-09-11 12:12:14 +02:00
ocornut
0e1ce76ea8 InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787)
+ Added test in ImGuiTestSuite: "widgets_inputtext_multiline_enter"
2023-09-11 11:41:56 +02:00
ocornut
bd63a9f056 Fonts: 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer. (#3164, #3309, #6800)
Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes and same issues.
2023-09-11 10:04:44 +02:00
ocornut
72dbe45adc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2023-09-08 18:02:06 +02:00
ocornut
0962c9fb72 TypingSelect: Added first version of GetTypingSelectRequest() API.
# Conflicts:
#	imgui_internal.h
#	imgui_widgets.cpp
2023-09-08 17:20:03 +02:00
ocornut
7812039402 ImVector: Added find_index() helper. 2023-09-08 16:57:48 +02:00
ocornut
44a6b493ee Commented out obsolete ImDrawCornerFlags_XXX. Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded()
Amend 5185329, 3f5b2a3, c2d6d26, 39432bf, 033dfd9
2023-09-08 12:14:11 +02:00
ocornut
becd75676f Commented out obsolete redirecting function: GetWindowContentRegionWidth(). 2023-09-08 11:28:17 +02:00
ocornut
727c462069 Internals: Added ImTextFindPreviousUtf8Codepoint() helper + comments. 2023-09-08 11:28:13 +02:00
sneakyevil
c9d3c29aa3 Backend: Win32: support keyboard codepage conversion for when compiling in MBCS mode and creating a non-Unicode window. (#6785, #6782, #5725) 2023-09-07 14:08:58 +02:00
Leonardo Serrano
e3d9b875c9 ImDrawList: added PathEllipticalArcTo(), AddEllipse(), AddEllipseFilled(). (#2743)
Rebased with mods by ocornut: defaults to num_segments==0, supports for auto-tesselation, tweak demo.
2023-09-07 12:12:21 +02:00
ocornut
fa2e5710ac MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously egister contents size. (#6789)
In dire need of removing BeginGroup()/EndGroup() from menu-bar code, fo r sanity.
2023-09-06 15:35:03 +02:00
Deal
56a7b8b724 Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) 2023-09-06 11:49:23 +02:00
ocornut
d8ef864b02 InputTextMultiline: Fixed a crash pressing Down on last empty line of a multiline buffer. (#6783, #6000)
Amend 57a5b73a4c
2023-09-06 11:28:14 +02:00
ocornut
cf1c4a0cb1 BeginListBox(): fixed not consuming SetNextWindowXXX data when returning false. 2023-09-05 16:47:00 +02:00
ocornut
fb9b006865 Version 1.90 WIP 2023-09-05 16:46:52 +02:00
ocornut
f24387fa2b Version 1.89.9 (fixed changelog header) 2023-09-05 16:44:05 +02:00
omar
c4dc8fd101 Docs: Update FONTS.md (#6781, #6632, #6339, #5763, #5330, #2234, #2042, #1259, #951, #220) 2023-09-05 10:54:04 +02:00
ocornut
c6e0284ac5 Fixed minor warning. 2023-09-04 15:16:55 +02:00
ocornut
1d8e48c161 Using range-based for where it makes sense. (#4537)
Amend 82d177c
2023-09-04 15:13:12 +02:00
ocornut
a1b60fc1f5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2023-09-04 14:59:59 +02:00
ocornut
fef3389157 Version 1.89.9 2023-09-04 14:30:32 +02:00
ocornut
7b5fb33296 Tables: Internals: renamed CellPaddingY to RowCellPaddingY. 2023-09-04 12:14:41 +02:00
ocornut
bdc4dfebf5 Tables: Amend support for cross-cell SameLine() for first column. Amend 9a93fb5 + 8f5ce73. 2023-09-04 12:10:31 +02:00
ocornut
9a93fb5716 Tables: Fixed support for cross-cell SameLine() by preserving Line Y1 position. Amend 8f5ce73. 2023-09-04 11:55:32 +02:00
ocornut
e8a5c9e1b8 Tables: Made it possible to change style.CellPadding.y between rows. Added demo. 2023-09-04 11:23:54 +02:00
ocornut
3816d478df ImDrawList: small debug-mode optimization when calling AddRect() without rounding + Selectable: small debug-mode optimization.
# Conflicts:
#	imgui_widgets.cpp
2023-09-01 15:25:47 +02:00
ocornut
8c497793f9 Demo: Tweak table sorting demo code. 2023-09-01 14:54:42 +02:00
ocornut
303dc091b4 Revert "IO: ImGuiMod_Shortcut (Ctrl/Cmd depending on platform) is reflected in io.KeyMods. (#5923, #456)"
This reverts commit b8f93a8fe0. Too breaking for user.
2023-09-01 12:24:15 +02:00
ocornut
b8f93a8fe0 IO: ImGuiMod_Shortcut (Ctrl/Cmd depending on platform) is reflected in io.KeyMods. (#5923, #456) 2023-09-01 12:15:08 +02:00
ocornut
a066074054 Clipper: Fixed a bug if attempt to force-include a range which matches an already included range. (#3841) 2023-08-31 21:39:27 +02:00
ocornut
bdd9b96fa3 Demo: Reorganized "Examples" menu. Tweak Property Editor. 2023-08-31 20:04:43 +02:00
ocornut
300464a487 Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving a window displays an help tooltip to increase affordance. (#6709, #4643)
Hope this doesn't feel spammy?
2023-08-30 17:45:06 +02:00
ocornut
7d6e83efca Docking: Fixed non-root dockspace not having their background rendered properly.
Fix f422e78. Fuller version of 08b3a1a pushed in master.
2023-08-30 15:26:46 +02:00
ocornut
08b3a1a34a ImDrawList: Automatically calling ChannelsMerge() if not done after a split.
Ties fixing f422e78 in docking: iterating root windows was incorrect. Will be faster to lazily merge in RenderDimmedBackground() rather than iterate all.
2023-08-30 15:22:36 +02:00
ocornut
f93d0befaf Slider: fixed support for ImGuiItemFlags_ReadOnly/ImGuiSliderFlags_ReadOnly although it is technically unused/undocumented. (#6758)
Amend fdc526e8f
2023-08-29 12:19:15 +02:00
Diego Mateos
d6e9fad60e Tables: Fix typo in TableGetSortSpecs comment + amend comment. (#6755) 2023-08-28 14:08:04 +02:00
ocornut
82d177ccbd Using range-based for where it makes sense. (#4537) 2023-08-28 12:21:44 +02:00
ocornut
762ec445e6 Docking: Fixed bad bug, dock node host wouldn't merge background. (#6753, #6716)
Fixes f422e78. Didn't crash because g.Windows[] is always larger than g.WindowsFocusOrder[].
2023-08-28 11:25:50 +02:00
ocornut
33ea1e8b78 ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722) 2023-08-28 10:38:13 +02:00
ocornut
475453668d Backends: SDL2/SDL3: Fixed bad merge in docking branch (#6735) 2023-08-26 11:45:21 +02:00
ocornut
f617fe7890 Clipper: Renamed IncludeRangeByIndices()/ForceDisplayRangeByIndices() to IncludeItemsByIndex(). (#6424, #3841)
Single item version added in prevous commit (2000537) renamed to IncludeItemByIndex() too.
2023-08-25 18:22:54 +02:00
ocornut
200053771a Clipper: Added IncludeIndex() helper to include a single item. (#6424, #3841) 2023-08-25 18:01:40 +02:00
omar
4a7810e992 Update README.md 2023-08-25 15:48:32 +02:00
wushiyang
981abb4612 Examples: Emscripten+webgpu: Fixed WGPUInstance creation process + use preferred framebuffer format. (#6640, #6748) 2023-08-25 14:36:54 +02:00
ocornut
61d35972e2 CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. Amend for Docking. (#6749) 2023-08-25 14:29:42 +02:00
ocornut
676497fe05 Merge branch 'master' into docking
ac64b65 on master seemed incorrect.

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2023-08-25 14:20:51 +02:00
ocornut
4a81424492 CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. (#6749) 2023-08-25 14:14:34 +02:00
ocornut
b41811a68c CollapseButton: handle clipping better + align circle like in docking branch.
Amend 6c3697f6
2023-08-25 14:11:33 +02:00
Diego Mateos
040e818d72 Fix typo in SameLine comment (#6745) 2023-08-23 10:11:42 +02:00
ocornut
162f8e01aa Backends: SDL3: fixed typo in 1e17d59 (#6735) 2023-08-21 13:12:50 +02:00
ocornut
ba1fa904a9 IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ','). (#6719, #2278)
Amend 13f718337
2023-08-17 13:12:21 +02:00
ocornut
a1a7a1bc03 InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal point character. (#6719, #2278) 2023-08-17 13:02:56 +02:00
Rick Huang
a6857ede03 IO: fix writing to incorrect union section for MouseSource in AddMousePosEvent and AddMouseButtonEvent. (#6727, #2702)
Technically may have had no side-effects unless non-standard alignment used.
2023-08-16 17:50:11 +02:00
ocornut
c06c796242 TreeNode: added note about ImGuiTreeNodeFlags_Bullet. 2023-08-15 16:28:10 +02:00
ocornut
1161301386 Backends: amend "Missing features" sections for multi-viewports support. 2023-08-15 13:02:56 +02:00
ocornut
1e17d59965 Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther() / ImGui_ImplSDL3_InitForOther().
e.g. WebGPU users use a similarly named functions from GLFW backend.
2023-08-15 12:48:46 +02:00
ocornut
983b95bc87 Demo: tweak explanation about static keyword. (#6718) 2023-08-14 16:55:03 +02:00
ocornut
d2c7cbcbf9 Misc: Made multiple calls to Render() during the same frame early out faster. 2023-08-14 16:23:04 +02:00
ocornut
ac64b65634 Render: draw dimmed background earlier to match docking code. (#6716)
Amend f422e78
2023-08-14 16:21:12 +02:00
ocornut
f422e7826f ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum of individual ImDrawList's buffer sizes. (#6716)
Amend dbeeeae59
2023-08-14 16:12:15 +02:00
ocornut
8f5ce73140 Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or TableSetColumnIndex() in order to reuse line height from previous cell. 2023-08-14 13:09:39 +02:00
ocornut
1362fc0c56 Debug, Internals: Added DebugDrawCursorPos(), DebugDrawLineExtents() helpers. 2023-08-09 11:14:44 +02:00
ocornut
63b6300c39 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-08-08 14:16:13 +02:00
ocornut
bc3c0ce772 Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes through proper navigation logic: honor scrolling and selection. (#1079, #1131)
Added a stack for this purpose which other features might build on (e.g. #2920). However this is currently gated by many tests and not a performance concern, but making stack happen all the time may be undesirable.
2023-08-08 14:07:00 +02:00
ocornut
edebb90a9a Demo: amend/fix for MinGW
Amend 4d6fbaf.
2023-08-07 18:27:28 +02:00
ocornut
4d6fbaff11 Demo: define standard PRI names we use (if missing) instead of defininig IM_PRId64, IM_PRIu64. 2023-08-07 15:24:31 +02:00
ocornut
226923fa7e Metrics: Fixed "Drawlists" section and per-viewport equivalent appearing empty (regression from c649aca).
(#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
2023-08-06 20:30:07 +02:00
ocornut
2b1fc6f765 Demo: Demonstrate out-of-order rendering using ImDrawListSplitter. 2023-08-06 20:13:05 +02:00
ocornut
cf3726bcbc Internals: rename bg/fg drawlist holders in structs to reduce confusion. 2023-08-06 19:46:27 +02:00
EggsyCRO
52587c28d6 ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively large radius to AddCircle(). (#6657, #5317) 2023-08-06 17:22:40 +02:00
András Kucsma
f8c768760b Typo fix: _NoHostExtenY -> _NoHostExtendY (#6687) 2023-08-04 18:18:57 +02:00
omar
c00e68102c Docs: update CONTRIBUTING.md 2023-08-04 11:44:51 +02:00
Johannes Barthelmes
b7a7d673b9 Fixed an integer overflow and div-by-zero in SliderInt() when v_max is INT_MAX (#6675, #6679) 2023-08-03 20:13:31 +02:00
ocornut
d6d94d90bf Version 1.89.9 WIP
+ Minor typo fixes
2023-08-03 19:19:21 +02:00
ocornut
f8704cd085 Merge branch 'master' into docking 2023-08-01 13:11:26 +02:00
ocornut
f7eea63872 Version v1.89.8 2023-08-01 12:53:57 +02:00
ocornut
30594c37d0 Merge branch 'master' into docking 2023-08-01 10:22:21 +02:00
ocornut
ab490dc7b8 Fonts: Amends for support for OpenType SVG fonts using lunasvg (#6591, #6607) 2023-08-01 10:18:30 +02:00
sakiodre
2ad8c60abc Fonts: Added support for OpenType SVG fonts using lunasvg (#6591, #6607) 2023-08-01 09:32:17 +02:00
ocornut
19ae142bdd Mark alternative ImColor constructors as constexpr, second attempt (#6656)
Earlier 7c5b0e8 broke with VS2015 and some other MingGW/GCC setups.
2023-07-29 17:48:19 +02:00
ocornut
dc2b0a2823 Disable -Wreserved-identifier warning on Clang (applying to member fields seems excessively weird). 2023-07-29 17:37:32 +02:00
ocornut
88a330ebef Revert "Mark alternative ImColor constructors as constexpr (#6656)"
This reverts commit 7c5b0e8292.
2023-07-29 17:24:34 +02:00
Sascha Willems
fa2f1bfbb0 Examples: Vulkan: Fixed Vulkan descriptor pools. (#6642)
Only use required no. of types and sets
2023-07-29 17:01:27 +02:00
EggsyCRO
7c5b0e8292 Mark alternative ImColor constructors as constexpr (#6656) 2023-07-29 16:56:21 +02:00
ocornut
eefc9035f0 Fonts: ImFontConfig::OversampleH now defaults to 2 instead of 3. 2023-07-29 16:22:30 +02:00
ocornut
c87b9fdb15 Docs update. Improved Fonts troubleshooting section. 2023-07-29 16:05:16 +02:00
Johel Ernesto Guerrero Peña
556ce9f543 imgui_stdlib: Fix warning (#6658) 2023-07-28 14:15:10 +02:00
ocornut
79d6f4e211 Misc: Avoid stb_textedit.h reincluding string.h while in a namespace. (#6653, #4791) 2023-07-27 19:45:28 +02:00
septag
f1781c20a3 Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable stb_sprintf implementation (#6626) 2023-07-25 12:07:32 +02:00
ocornut
f8f805f046 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
2023-07-20 23:18:47 +02:00
ocornut
1109de3827 Tooltips: fixed ImGuiHoveredFlags_ForTooltip conflicting with ImGuiHoveredFlags_NoNavOverride since 10c7709f. (#6622, #1485) 2023-07-20 22:59:15 +02:00
ocornut
db66e33e9e Tables: fixed GetContentRegionAvail().y report not taking account of lower cell padding or of using ImGuiTableFlags_NoHostExtendY. (#6619)
Made GetContentRegionMax() fully defer to WorkRect when inside a table container.
2023-07-20 13:26:58 +02:00
ocornut
2bc5d17ac3 Tables: fixed calculation of multi-instance shared decoration/scrollbar width of scrolling tables. (#5920, #6619)
Avoid width variation when resizing down a table hosting a child window.
+ shallow tweak to GetContentRegionMax().
2023-07-20 12:01:29 +02:00
scorpion-26
e5977f05d8 Backends: GLFW: revert support for GLFW_CURSOR_DISABLED, let user use ImGuiConfigFlags_NoMouse. (#5625, #6609) 2023-07-18 11:49:43 +02:00
ocornut
d342ec10cc Overlap, IsItemHovered: clarification on using IsItemHovered() on a non-reactive item after a reactive overlappable one. (#6610) 2023-07-18 11:18:58 +02:00
ocornut
52125a54a5 Tables: added TableGetHoveredRow() in imgui_internal.h. (#6250, #6347, #6588, #3740)
Works with one-frame delay inconsistent with other functions, may be too bug-prone.
2023-07-13 19:23:48 +02:00
ocornut
77eba4d0d1 CI: resume using latest Emscripten
Change for #6602 broke, supposedly because using old version of emsdk.
Initial reason for locking 3.1.37 was 3.1.38 had a bug, now fixed https://github.com/emscripten-core/emscripten/issues/19363
2023-07-13 12:46:40 +02:00
williamhCode
3dc3aef8a4 Backends: WebGPU: fix webgpu changes for Dawn. (#6602, #6188) 2023-07-13 12:42:08 +02:00
ocornut
0e8eb8c48e Removed _MSC_VER <= 1500 checks for Visual Studio 2008 or earlier.
Our codebase requires VS2012+ since a while.
2023-07-13 12:38:16 +02:00
ocornut
863ac31f01 Doc: various tweaks + tweak imconfig comments. 2023-07-13 12:38:16 +02:00
ocornut
07d1709ca2 Doc: removed "generic" docking/viewport branch section of changelog since this is misleading. Will add formally when we reelase. (#2109, #1542) 2023-07-13 11:45:39 +02:00
ocornut
33e13c85e1 Backends: Made all backends sources files support global IMGUI_DISABLE. (#6601) 2023-07-13 11:27:52 +02:00
ocornut
023e59a5f2 ImDrawData: call _PopUnusedDrawCmd() later. as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). (#6406, #4879, #1878)
Amend/fix dbeeeae for docking.
+ Build fix when using IMGUI_DISABLE_DEBUG_TOOLS
2023-07-12 18:40:04 +02:00
ocornut
6888e6cdff ImDrawData: call _PopUnusedDrawCmd() later. as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). (#6406, #4879, #1878)
Amend/fix dbeeeae for docking.
+ Build fix when using IMGUI_DISABLE_DEBUG_TOOLS
2023-07-12 18:39:48 +02:00
ocornut
0110f4c8cc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-07-12 18:19:24 +02:00
ocornut
dbeeeae593 ImDrawData: Slight refactor so internal logic uses same logic as AddDrawList(). (#6406, #4879, #1878)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-07-12 18:11:42 +02:00
ocornut
1a9ddd2396 ImDrawData: added AddDrawList() helper function. (#6406, #4879, #1878) 2023-07-12 18:11:42 +02:00
ocornut
c649aca20a ImDrawData: changed CmdLists from raw array to ImVector<> owned by ImDrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
+ Metrics: avoid misleadingly iterating all layers of DrawDataBuilder as everything is flattened into Layers[0] at this point.

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-07-12 18:11:42 +02:00
ocornut
cc4c37dbac Nav: PageUp/PageDown always set NavJustMovedTo even when landing on same spot (which can trigger a selection).
This is mostly expected for range-select.
+ Rename ImGuiNavMoveFlags_Tabbing -> ImGuiNavMoveFlags_IsTabbing
2023-07-11 16:49:26 +02:00
ocornut
51b348095c Docking, Style: resizing separators use same colors as window borders. (#2522) 2023-07-11 15:17:54 +02:00
ocornut
b7cdb5a31e Scrollbar: layout needs to take account of window border size, so a border size will slightly reduce scrollbar size. (#2522)
Rework/revert intent of c1a61d25a.
2023-07-11 15:01:25 +02:00
ocornut
f4942bca32 Docking: follow to 27c735e to fix rendering of docked-window scrollbar above outer border. (#2522) 2023-07-11 15:01:20 +02:00
ocornut
27c735e3e9 Scrollbar: layout needs to take account of window border size, so a border size will slightly reduce scrollbar size. (#2522)
Rework/revert intent of c1a61d25a.
2023-07-11 15:00:51 +02:00
ocornut
f6feddd1ee Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-07-11 12:44:15 +02:00
ocornut
b79751ebad Docking: Added DockingSeparatorSize to style: amends (#3481, #4721, #2522)
Add ImGuiStyleVar_DockingSeparatorSize + misc Docking related comments.
2023-07-11 12:43:50 +02:00
PossiblyAShrub
a5aff5fd3e Docking: Added DockingSeparatorSize to style (#3481, #4721, #2522)
(DockingSplitterSize in current commit, about to be renamed)
2023-07-11 12:37:40 +02:00
ocornut
5ce636b0ba Tweak to accomodate for build* directories anywhere. 2023-07-10 18:12:22 +02:00
ocornut
140726d23f Fixed CTRL+Tab dimming background assert when target window has a callback in the last ImDrawCmd. (#4857, #5937) 2023-07-10 15:10:42 +02:00
ocornut
b32ef809c3 InputText: Fixed a case where deactivation frame would write to underlying buffer or call CallbackResize although unnecessary, in a frame where the return value was false. 2023-07-06 19:32:28 +02:00
ocornut
3349296370 InputText: Tweak ImGuiInputTextFlags_EscapeClearsAll handling so decision is taken on input buffer + Showcase a few more InputText() flags. (#5688, #2620)
This makes is more obvious that value_change==true when apply_new_text != NULL.
2023-07-06 19:32:01 +02:00
ocornut
6aa408c6af IO: Added io.ClearEventsQueue(). Obsoleted io.ClearInputCharacters(). (#4921)
cc #2425 #1153 #1600
2023-07-06 15:55:17 +02:00
ocornut
9a15730c2a Demo: better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
+ Merge some shallow changes from range-select branch.
2023-07-05 14:19:04 +02:00
ocornut
3fe4319314 Version 1.89.8 WIP 2023-07-05 14:17:46 +02:00
ohthesetrees
8566fec661 Backends: SDL3: Changing SDL_WINDOW_SKIP_TASKBAR to SDL_WINDOW_UTILITY for SDL3 (#6573) 2023-07-05 11:01:56 +02:00
ocornut
dc3e531ff2 Merge branch 'master' into docking 2023-07-04 16:22:25 +02:00
ocornut
d4ddc46e77 InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
This will be part of 1.89.7 Tagged relase.
2023-07-04 16:20:51 +02:00
ocornut
40aac5875a Changelog amends 2023-07-04 15:48:42 +02:00
sean
ac8573884d Backends: Vulkan: Amends for docking branch. (#5446, #5037) 2023-07-04 15:02:21 +02:00
ocornut
677c7b2258 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
#	docs/TODO.txt
2023-07-04 14:58:03 +02:00
ocornut
cb9015e254 Version 1.89.7 2023-07-04 14:56:09 +02:00
ocornut
121072cfe6 Backends: Vulkan: Amend for support for dynamic_rendering (#5446, #5037)
Simplified for master branch.

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2023-07-04 14:16:28 +02:00
sean
7812e836e4 Backends: Vulkan: Support for dynamic_rendering (#5446, #5037)
Co-authored-by: Caio Oliveira <cmarcelo@gmail.com>
Simplified for master branch.

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2023-07-04 14:01:27 +02:00
sakiodre
dcdb145713 Docs: Fix outdated link in freetype docs (#6568) 2023-07-04 12:23:13 +02:00
ocornut
1029f57b8a Inputs, Tooltip: Rework stationary timer logic as it broke on high-framerates with lower rate of mouse inputs. (#1485) 2023-07-03 12:17:46 +02:00
ocornut
64172685d6 InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform to common idioms. (#6565, #6566, #3615) 2023-07-03 11:58:17 +02:00
ocornut
655aae5911 Comments + docs: tidying up todo list + demo tweak for tooltips. 2023-06-30 14:58:49 +02:00
ocornut
a02315e1c4 Combo: Made simple/legacy Combo() function not returns true when picking already selected item. (#1182) 2023-06-28 15:47:10 +02:00
ocornut
a88e5be7f4 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2023-06-28 14:56:33 +02:00
ocornut
6137443d24 Overlap: moved ImGuiItemflags_AllowOverlap handling from ButtoBehavior() to ItemHoverable() now that it is possible. (#6512, #3909, #517)
This allows DragXXX, SliderXXX, PlotXXX etc to honor SetNextItemAllowOverlap().
2023-06-28 14:42:14 +02:00
ocornut
4dee919bc0 (Breaking) Internals: added ImGuiItemFlags param to ItemHoverable(), so it can be called from ButtonBehavior() not following an ItemAdd().
This also allow moving AllowOverlap logic from ButtonBehavior() to ItemHoverable(), allowing other widgets to honor it. (#6512, #3909, #517)
2023-06-28 14:42:14 +02:00
ocornut
10c7709f30 Overlap: IsItemHovered: Changed behavior to return false when querying an item using AllowOverlap mode. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem, ImGuiHoveredFlags_AllowWhenOverlappedByWindow., (#6512, #3909, #517) 2023-06-28 14:40:47 +02:00
ocornut
8439a73645 Overlap: Added 'SetNextItemAllowOverlap()' as a replacement for 'SetItemAllowOverlap()'. (#6512, #3909, #517)
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2023-06-28 14:40:47 +02:00
ocornut
a9a5cbf431 Overlap: Internals: add NextItemData.ItemFlags to facilitate implementation of SetNextItemAllowOverlap() + potentially remove extra_flags from ItemAdd(). (#6512, #3909) 2023-06-28 14:40:47 +02:00
ocornut
07e24b4058 ButtonBehavior: pull ImGuiButtonFlags_Repeat from ImGuiItemFlags_ButtonRepeat, matching ItemHoverable() logic. So more widgets can take advantage of Repeat logic. 2023-06-28 14:40:47 +02:00
ocornut
51f564eea6 (Breaking) Overlap: Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). (#6512, #3909, #517)
+ Internals: Renamed 'ImGuiButtonFlags_AllowItemOverlap' to 'ImGuiButtonFlags_AllowOverlap' without redirection.
2023-06-28 14:37:05 +02:00
ocornut
06f5b46133 Overlap: Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything. (#6512, #3909, #517) 2023-06-27 15:46:35 +02:00
ocornut
b03a4993b3 Internals: reorder tests in ItemHoverable() so most likely early out are taken first. 2023-06-27 15:44:35 +02:00
ocornut
836aff3467 Drag and Drop: Amend ItemHoverable() logic for item with no identifier.
Amend d5d4d70
2023-06-27 15:23:19 +02:00
ocornut
d5d4d709c7 Drag and Drop: moved "drag souce doesn't report as hovered" from ButtonBehavior() to ItemHoverable().
Ensure DragXXX, SliderXXXX, InputText, PlotXXX follow same logic. Amend 251f178a6, a33f0d1f7
2023-06-27 14:44:39 +02:00
ocornut
a2f6581171 Selectable: Fixed bad manual cherry-pick/merge (fixes 3ec128c) 2023-06-27 10:57:08 +02:00
ocornut
3ec128c5fd Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
Essentially we are going to remove calls to SetItemAllowOverlap() and standardize the fact that only 'HoveredId == id' test from it is performed.

# Conflicts:
#	imgui_widgets.cpp
2023-06-26 19:08:10 +02:00
ocornut
cada78917c Tables: removed misleading, seemingy useless use of ImGuiButtonFlags_AllowtemOverlap in TableUpdateBorders(). (#6512, #3909)
This was copied from SplitterBehavior(). The only hypothetical value in SplitterBehavior() would be ability to manually call SetItemAllowOverlap() after the call.
Btw generally AllowOverlap is undesirable for columns as e.g. a spanning selectable would cover entire width and prevent columns from being used.

# Conflicts:
#	imgui_tables.cpp
2023-06-26 19:05:47 +02:00
ocornut
0a53b45858 CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) 2023-06-26 11:15:55 +02:00
ocornut
6b01114057 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2023-06-23 16:04:13 +02:00
ocornut
057fcae30c Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 4.
Part 4: store reference viewport id from last visible single window stored in node. So Win1 -> Win1|Win2 can reuse viewport on split.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 16:03:01 +02:00
ocornut
35b41949fb Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 3.
Part 3: DockNodeRemoveWindow() clears viewports so it doesn't get bounced back and forth.
Note that in case of called from e.g. dock builder this can happen mid-frame. Clearing Viewport here isn't well exercised yet. If window doesn't get a Begin() in same-frame it'll be hidden.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
Amend 6b77668171
2023-06-23 15:55:14 +02:00
ocornut
099e8533e2 Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 2.
Part 2: Fixed various transfer cases.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 15:51:43 +02:00
ocornut
66c09fc05b Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 1.
Part 1: Add counters. Amend logs.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 15:49:45 +02:00
ocornut
7d81a166f9 Docking: Fixed one-frame flickering on reappearing windows binding to a dock node where a later-submitted window was already bound. 2023-06-23 15:49:45 +02:00
ocornut
6b2e03c5b1 GetKeyName(): Fixed assert with ImGuiMod_XXX values when IMGUI_DISABLE_OBSOLETE_KEYIO is set. 2023-06-22 22:03:02 +02:00
ocornut
e4aeef4b9f Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu), mark all windows in this viewport as closed. 2023-06-21 15:34:51 +02:00
ocornut
94c46d7486 InputText: Fixed not returning true when buffer is cleared by ImGuiInputTextFlags_EscapeClearsAll. (#5688, #2620) 2023-06-21 14:20:13 +02:00
ocornut
cb5542bce5 Backends: OpenGL3: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) 2023-06-20 15:30:52 +02:00
Krzysztof Adamek
959a9c79bd TreeNode: Added support for ImGuiTreeNodeFlags_UpsideDownArrow in frameless tree nodes (#6517, #6538) 2023-06-20 15:30:40 +02:00
ocornut
e0583975cd Demo: Fix typo (amusingly had no side effect). 2023-06-20 15:18:37 +02:00
ocornut
1450d23b60 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-06-20 15:12:09 +02:00
ocornut
9214c28aad IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags. 2023-06-20 15:04:15 +02:00
ocornut
e7a4327eb8 IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary. 2023-06-20 15:04:14 +02:00
ocornut
b60acfa87d Tooltips: Added SetItemTooltip(), BeginItemTooltip(). Improved Demo section. 2023-06-20 15:04:14 +02:00
ocornut
0f72652c2d IsItemHovered, Tooltips: Added io.HoveredFlagsForTooltipMouse, io.HoveredFlagsForTooltipNav now pulled by ImGuiHoveredFlags_Tooltip. (#1485) 2023-06-20 15:04:14 +02:00
ocornut
b3b8cbd001 IsItemHovered, Tooltips: Added ImGuiHoveredFlags_ForTooltip, ImGuiHoveredFlags_Stationary. (#1485)
Update demo accordingly.
2023-06-20 15:04:14 +02:00
ocornut
d4b94bd65b (Breaking) Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. (#1485) 2023-06-20 15:04:13 +02:00
ocornut
f09ef23ae6 IsItemHovered, Tooltips: Tweak default delay again. (#1485)
Amend eec344c
2023-06-20 14:43:38 +02:00
ocornut
d96bbf0aae TreeNode: Added undocumented ImGuiTreeNodeFlags_UpsideDownArrow flag. (#6517)
+ Minor tweak comment/layout in ImGuiIO
2023-06-19 14:33:23 +02:00
ocornut
194916135a Internals: renamed HoverDelay fields. 2023-06-16 16:56:33 +02:00
ocornut
15d74bad1d Internals: Tooltips: renamed internal flags (expecting to expose later when we publish priority stuff). 2023-06-16 16:55:51 +02:00
ocornut
b9db5c566b Backends: Win32: Added support for updating ParentViewportID after viewport creation.
This tends to be desirable for applicaton manipulating this value via ImGuiWindowClass::ParentViewportID.
I thought it would be a simple call to SetParent(), it's only slightly more complicated but added comments about it.
2023-06-15 11:26:27 +02:00
ocornut
89d3dabf2e Modals: In the case of nested modal, made sure that focused or appearing windows are moved below the lowest blocking modal (rather than the highest one). (#4317)
Fix FindBlockingkModal() which didn't do what the comments say for the first 2 lines.
This is also fixing a crash in FindBlockingModal() which can only happen with dock node, see "window_popup_nested_interruptions_2" and viewport_platform_focus_4" tests.
The dock-node related crash comes from the fact that automatic dock node and implicit debug window don't share a common ancestor, so ParentWindowInBeginStack ends up NULL before the loop had a chance to find a match.
2023-06-14 21:58:28 +02:00
ocornut
eec344cc1e Tweak HoverDelayClearTimer. Not exposing since I am unsure logic is viable (and is rather complex with upcoming addition of stationary logic). (#1485)
+ Tweaked default value of io.HoverDelayNormal from 0.30 to 0.35.
2023-06-14 18:29:49 +02:00
ocornut
6cabad6e7a Encode version string in binary to facilitate identification when demo/tools are striped + amend About window. 2023-06-14 16:18:40 +02:00
ocornut
534340cd88 Tooltips: Tweak default offset for non-drag and drop tooltips. 2023-06-13 15:27:46 +02:00
ocornut
e95d66faa8 Clipper: Rework inner logic to allow functioning with a zero-clear constructor. (#5856) 2023-06-13 14:55:02 +02:00
ocornut
ef07ddf087 Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra comments.
Moved from compile-time to runtime flag. Applied docking specific change to this cherry-picked commit.

# Conflicts:
#	docs/CHANGELOG.txt
2023-06-13 11:55:21 +02:00
ocornut
9c16976749 Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra comments.
Moved from compile-time to runtime flag. Note: commit in master is not particularly useful. Docking version will add stuff.
2023-06-13 11:54:29 +02:00
ocornut
fa5d2656b0 Docking: DockBuilderDockWindow() API calls don't clear docking order if the target node is same as existing one
+ Add more debug log + Display DockOrder in metrics.
2023-06-13 11:37:35 +02:00
ocornut
3cc9d2051a Examples: Win32+OpenGL3: Fixed not calling DefWindowProcW() as with other Win32 examples. (#6516, #5725, #5961, #5975)
Amend fe0a24f
2023-06-13 11:24:09 +02:00
ocornut
3f63cee4c1 Docking: Fixed dragging from title-bar empty space (#5181, #2645)
This would need a test in ImGuiTestSuite.
2023-06-12 15:33:20 +02:00
ocornut
884e3fd21f Backends: GLFW: Accept glfwGetTime() not returning a monotonically increasing value. (#6491, #6189, #6114) 2023-06-12 11:58:17 +02:00
ocornut
dec082ff97 Backends: OpenGL3: Fixed support for glBindSampler() backup/restore on ES3. (#6375, #6508)
Amend dd9db5e8 + 39f7248d4
2023-06-12 11:45:11 +02:00
ocornut
0664877998 Merge branch 'master' into docking 2023-06-09 14:02:19 +02:00
ocornut
4fab72b40e BeginChild/Tables: Fixed BeginChild temporary activation id collision. Fixes regression in 1.89.6 leading to the first column of tables with either ScrollX or ScrollY flags from being impossible to resize. (#6503) 2023-06-09 14:01:21 +02:00
ocornut
a134892a3d BeginComboPreview: fix when part of preview rect is clipped by parent window. (#6501, #1658) 2023-06-09 13:41:11 +02:00
ocornut
666b93e989 Demo: fixed a misuse of EndChildFrame(). (#6496) 2023-06-07 13:43:56 +02:00
ocornut
956a1a17fb Internals: add ImGuiNavMoveFlags_NoSelect and use in FocusItem().
(amend 31f11cf which broke raage-select)
2023-06-01 15:50:14 +02:00
ocornut
31f11cf304 Internals: Added FocusItem(). Made activation explicit/opt-in via ImGuiNavMoveFlags_Activate. Rename ActivateItem() to ActivateItemByID(). 2023-06-01 15:35:01 +02:00
Luca Lolli
8fd0a04135 Backends: SDL3: Fix backend in docking/multi-viewports branch. (#6483)
The definition has been renamed to SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED.
Display scale is no longer available in SDL_DisplayMode but can be retrieved using SDL_GetDisplayContentScale.
2023-06-01 11:30:26 +02:00
ocornut
61ebb37843 Version 1.89.7 WIP 2023-06-01 11:22:43 +02:00
Christian Fillion
f1777f9517 Demo: fix casing swap demo inserting garbage characters when typing lowercase letters (#6482) 2023-06-01 10:17:32 +02:00
ocornut
823a1385a2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.h
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-05-31 14:51:56 +02:00
ocornut
5319d1cffa Version 1.89.6 2023-05-31 14:47:32 +02:00
ocornut
075b975fed Fonts: Fixed crash when manually specifying an EllipsisChar that doesn't exist. (#6480) 2023-05-31 14:44:29 +02:00
ocornut
b476184574 Backends: SDLRenderer3: Amend/finish SDL_Renderer3 patch + add example. (#6286) 2023-05-30 20:36:07 +02:00
Andrea Carcone
0b57c07c79 Backends: SDL3: Add SDL_Renderer for SDL3 implementation. (#6286)
This is mostly a duplicate of SDL2 version with a few changes:
SDL_GetRenderScale -> SDL_RenderGetScale
SDL_ScaleModeLinear -> SDL_SCALEMODE_LINEAR
2023-05-30 20:30:30 +02:00
ocornut
b709b02e96 Backends: SDL_Renderer2: renamed all functions accordingly. (#6286) 2023-05-30 20:15:31 +02:00
ocornut
88e7d773df Backends: SDL_Renderer2: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp' (#6286) 2023-05-30 20:11:19 +02:00
ocornut
216ae7db52 Examples: SDL3: Added clues that Emscripten doesn't support SDL3 yet. (#6386) 2023-05-30 19:53:49 +02:00
ocornut
3418d50949 Viewports: Fixes erroneous popup closure on closing a previous popup. (#6462, #6299)
Avoid applying imgui-side focus when focus change is due to a viewport destruction.
2023-05-30 17:09:27 +02:00
S41L0R
f0f3b927e0 Backends: GLFW: Avoid linking with GLFW function for homebrew switch (#6473) 2023-05-30 10:27:21 +02:00
slowriot
6cc967a124 Backends: GLFW: Only enable Vulkan support if not building with Emscripten (#6468) 2023-05-28 18:08:06 +02:00
omar
2e810d575c Backends: GLFW: Fix breaking typo 19b436f68 (#5683, #6459) 2023-05-26 13:41:45 +02:00
ocornut
19b436f68d Backends: GLFW: Preserve monitor list when there are no monitor. (#5683) 2023-05-25 15:38:35 +02:00
ocornut
7e03ae3240 Window: Fixed resizing from upper border when io.ConfigWindowsMoveFromTitleBarOnly is set. (#6390) 2023-05-25 15:23:01 +02:00
ocornut
7947f327de Demo: added casing swap demo to clarify use of ImGuiInputTextFlags_CallbackCharFilter. (#6457) + Metrics: simplified some code. 2023-05-25 14:19:11 +02:00
ocornut
47579f8a40 Nav: set NavJustMovedToXXX fields on NavInit result + BeginChild() clears ActiveId on N+1 on entering instead of waiting for ID to elapse on N+2.
# Conflicts:
#	imgui_internal.h
2023-05-23 16:28:53 +02:00
ocornut
52e19113f3 Backends: OpenGL3: Added more explicit comments about using GL ES2/3 on targets where it's not automatic. (#6450) 2023-05-23 11:43:16 +02:00
ocornut
08145bc45c Fonts: Fixed crash when merging fonts and the first font has no valid glyph. (#6446) 2023-05-23 10:56:41 +02:00
ocornut
54c1ac3e38 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2023-05-22 10:10:29 +02:00
ocornut
45c8c3b611 Listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: ListBoxHeader(), ListBoxFooter().
+ Added default parameter to SeparatorEx() amend 2c558d5
2023-05-22 10:09:20 +02:00
ocornut
df8667b18b Comments/typos tweaks 2023-05-20 18:07:31 +02:00
ocornut
2c558d5741 Internals: SeparatorEx(): expose thickness + add misc comments relating to Separators. 2023-05-20 16:25:14 +02:00
ocornut
e590b5114e Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in main viewport. (#6299)
Amend d2291df55, 63370be0e, dcb6335bfe
2023-05-20 14:22:01 +02:00
ocornut
c8579abb43 Examples: DX9: Fix WM_SIZE handling bug introduced in 031e152d2. (#6374) 2023-05-20 14:01:34 +02:00
ocornut
7348e99269 CI: temporarily use Emscripten 3.1.37 because 3.1.18 has a regression.
Ref https://github.com/emscripten-core/emscripten/issues/19363
2023-05-18 12:33:47 +02:00
GamingMinds-DanielC
e489e40a85 Clipper: Amend ecb0aaa (#6424, #3841) 2023-05-15 14:06:16 +02:00
ocornut
ecb0aaa7c2 Clipper: Renamed ForceDisplayRangeByIndices() to IncludeRangeByIndices(). (#6424, #3841) + commented out obsolete ImGuiListClipper() constructor. 2023-05-15 12:06:29 +02:00
ocornut
a550263d6c Misc: made ErrorCheckEndWindowRecover() handle font stack. (#6431, #1651) 2023-05-15 11:15:13 +02:00
ocornut
bcfc1ad8f6 Nav: Forwarded (wrap/loop) request don't mistakenly wreck reference pos.
Amend 6656553
2023-05-10 15:22:17 +02:00
ocornut
530134d125 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2023-05-10 12:57:37 +02:00
ocornut
430c05991c Docs: added more detailed information about UTF-8 encoding.
+ Revert mistakenly committed Win32+DX11 main.cpp from last commit.
2023-05-10 12:54:51 +02:00
ocornut
513af1efc9 Examples: Updated all Visual Studio project file to use /utf-8 option, so string literals are UTF-8 encoded by default.
(Not to misake with "Character Set" "Use Unicode Character Set" "Use Multi-Byte Character Set" which is a VS/Windows SDK thing but not a compiler-encoding thing.)
2023-05-10 12:34:11 +02:00
ocornut
0397321be0 Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option. (#4388, #4921) 2023-05-09 20:28:08 +02:00
ocornut
6656553fa4 Nav: Record/restore preferred position on each given axis.
Tagging #6344 #6003 #2694 #1688 as it relates to scoring, however this doesn't technically fix any of them fully yet.
But e.g. once we restore axial path for #2694 this commit will allow going back and forth to initial location.
2023-05-09 17:26:27 +02:00
Jason Millard
39f7248d4a Backends: OpenGL3: Add glBindSampler for GL ES 3.0. (#6375)
Amended given addition of GlProfileIsES3 in dd9db5e
2023-05-09 15:17:18 +02:00
ocornut
dd9db5e889 Backends: OpenGL3: Added runtime flags for ES2/ES3 to simplify coding-style. (#6375) 2023-05-09 15:09:47 +02:00
ocornut
6cdedf5834 Drag, Sliders: if the format string doesn't contain any %, when using CTRL+Click to input we use a default format. (#6405) 2023-05-09 12:04:04 +02:00
Alex
70cca1eac0 Backends: avoid null dereference in metal and osx shutdown (#6385, #6334)
Co-authored-by: Alexander Rath <alex@ist.besonders.cool>
2023-05-04 17:18:29 +02:00
ocornut
5dc6013713 Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) 2023-05-04 17:06:36 +02:00
ocornut
7c291ba31b Tables: Fixed command merging when compiling with VS2013. (#6377) 2023-04-28 13:58:59 +02:00
cfillion
085fa42b7d Adedd workaround for GCC erroneous/zealous warning (#5343) 2023-04-27 19:16:00 +02:00
ocornut
031e152d29 Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE. (#6374) 2023-04-27 14:57:09 +02:00
ocornut
15da1a9abc Fixed misleading local name (#4493) + minor typo (#6369) 2023-04-25 16:39:02 +02:00
ocornut
031148dc56 Fixed bad merge. 2023-04-25 16:30:31 +02:00
Koostosh
fd943182bd ImVec2: Added unary minus operator (#6368) 2023-04-25 16:24:50 +02:00
ocornut
594cc4793a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-04-25 12:21:16 +02:00
ocornut
d3ad2f357f Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow opening another via simple hovering. (#3496, #4797)
Amend 48f26333
2023-04-25 12:17:37 +02:00
ocornut
b47507951e Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags erroneously initializing default nav layer to menu layer. 2023-04-24 21:00:00 +02:00
ocornut
eed7b0e9c5 Nav: remove other-axis clamping, now that columns themselves are clamped. (#2221)
Amend 00d3f92 + older f2d14724, 0cc20fca8
+ Add ImGuiNavMoveFlags_WrapMask_ for good measure.
2023-04-24 20:04:05 +02:00
ocornut
da3d7e1587 Focus: added an early out in FocusWindow() for the common case. 2023-04-24 12:18:55 +02:00
kimidaisuki22
565aa0b763 Examples: Vulkan: pick integrated GPU if nothing else is available. (#6359) 2023-04-24 12:17:49 +02:00
Daniel Petrovic
0fbf2888e7 Examples: example_glut_opengl2: Fixed compilation issue (#6361) 2023-04-23 10:39:13 +02:00
ocornut
d2291df551 Viewports: Fixed setting focus from platform decoration from accidentally closing modals (#6299, #6357)
+ Fixed double-assignment static analyzer warning.

# Conflicts:
#	imgui.cpp
2023-04-21 19:22:41 +02:00
ocornut
bba39762dc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2023-04-21 19:12:11 +02:00
ocornut
4d42450a73 Focus: amend ImGuiFocusRequestFlags_UnlessBelowModal to bring to front-most below the modal, simplify code in Begin(). (#6357, #4317) 2023-04-21 19:07:45 +02:00
ocornut
01ca196530 Focus: move focused child restore code in FocusWindow() with ImGuiFocusRequestFlags_RestoreFocusedChild flag. (#6357)
# Conflicts:
#	imgui.cpp
2023-04-21 19:07:08 +02:00
ocornut
30eceaf95f Focus: start moving modal check into FocusWindow(), add ImGuiFocusRequestFlags_UnlessBelowModal (currently opt-in, should try to make opt-out). (#6357, #4317) 2023-04-21 19:06:11 +02:00
ocornut
f0fe1957a8 Focus: merge extra param for FocusTopMostWindowUnderOne() from docking branch to facilitate merge. 2023-04-21 19:05:58 +02:00
ocornut
ac38c8e6fe IO: removed ImGuiBackendFlags_HasMouseHoveredViewport assert in AddMouseViewportEvent().
In theory shouldn't accept them, but a backend overriding another would be prevented from doing so because of this (test engine).
2023-04-21 18:01:18 +02:00
ocornut
c11128891e Backends: SDL2/SDL3: Update monitor list when receiving a display event. (#6348) 2023-04-21 15:40:14 +02:00
ocornut
adf693c061 Viewports: added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant). 2023-04-21 15:31:14 +02:00
ocornut
00d3f9295e Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits. (#2221) 2023-04-20 16:42:52 +02:00
ocornut
8d9e50c807 Nav: fixed IMGUI_DEBUG_NAV_SCORING not setting NavMoveClipDir, leading to debug result not matching real results. 2023-04-20 16:04:05 +02:00
ocornut
662ce46971 Debug Log: Fixed not parsing 0xXXXXXXXX values when the identifier is at the end of the line. 2023-04-20 14:52:59 +02:00
ocornut
07e07030a6 Backends: Win32: revert accidental deletion of ImGui_ImplWin32_EnableAlphaCompositing() in a566ecc (#3218)
This was still in docking, but moved back in upper locaton.
# Conflicts:
#	backends/imgui_impl_win32.cpp
2023-04-20 10:41:03 +02:00
ocornut
a89590b425 Backends: Win32: revert accidental deletion of ImGui_ImplWin32_EnableAlphaCompositing() in a566ecc (#3218) 2023-04-20 10:38:45 +02:00
ocornut
88ac2ced7c Backends: DX10: Fixed typo in previous commit. 2023-04-19 17:18:04 +02:00
ocornut
f498f084d6 Examples: Amend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553) 2023-04-19 16:48:07 +02:00
Mark Jansen
4bc51c6ff4 Examples: Extend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553) 2023-04-19 16:46:54 +02:00
ocornut
1f2b84a654 Backends: clear viewport specific bits in io.BackendFlags on backend Shutdown(). (#6334)
Amend 055e715
2023-04-19 16:40:18 +02:00
ocornut
4f692ba840 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2023-04-19 16:35:50 +02:00
ocornut
9308cfdcfb Examples: Amend Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553) 2023-04-19 16:28:15 +02:00
Mark Jansen
a566ecc58f Examples: Add Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)
Removed mulit-viewpot stuff in this commit on master, will be re-added separately.
2023-04-19 16:22:53 +02:00
ocornut
a338b78eb9 Backends: OpenGL3: amend reset GL_POLYGON_MODE separately for front and back when possible. (#6333) 2023-04-19 11:55:40 +02:00
Gereon V
d0836aa89a Backends: OpenGL3: reset GL_POLYGON_MODE separately for front and back when possible. (#6333) 2023-04-19 11:55:36 +02:00
ocornut
d6a7aca2f4 Nav: Debug: tweak debug facilities. 2023-04-18 15:47:29 +02:00
lukaasm
0948cfc19e InputText: do not set WantTextInputNextFrame during the frame InputText is deactivated. (#6341) 2023-04-18 11:35:12 +02:00
lukaasm
e49d31a1c9 Tables: do not show empty tooltip when user submits TableHeader with no label to display. (#6342) 2023-04-18 11:25:07 +02:00
Faisal Arshed
f94a8344f6 Fix minor typos in FAQ (#6328) 2023-04-17 15:00:10 +02:00
Gereon V
055e71518e Backends: clear bits set in io.BackendFlags on backend Shutdown(). Clear BackendPlatformName. (#6334, #6335)
Amended with fix for missing clear for ImGuiBackendFlags_HasGamepad.
2023-04-17 14:57:12 +02:00
Gereon V
f304603e13 Backends: GLUT: remove call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). (#6337) 2023-04-17 14:44:56 +02:00
ocornut
064153fca4 Version 1.89.6 WIP 2023-04-17 14:40:00 +02:00
ocornut
0ea3b87bd6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2023-04-13 16:24:09 +02:00
ocornut
1ebb913827 Version 1.89.5 2023-04-13 16:17:49 +02:00
ocornut
ba98667c65 Examples: Vulkan: further work for device extensions + tentative use o fVK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME. (#6109, #6172, #6101) 2023-04-13 16:08:51 +02:00
ocornut
6324280432 Examples: Vulkan: rework extensions setup + enable some to avoid validation layer errors. (#6109, #6172, #6101)
Enable VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME, VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR
2023-04-13 15:48:19 +02:00
ocornut
995f92a456 Nav: Made PageUp/PageDown/Home/End navigation also scroll parent windows.
+ Added ImGuiDebugLogFlags_EventSelection unused in this branch.
2023-04-12 21:38:47 +02:00
ocornut
bed11b35d1 Fix typos and use nullptr in backends. Amend 506f7e0 2023-04-11 16:20:17 +02:00
ocornut
aec062a8a5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	examples/example_win32_directx9/main.cpp
#	imgui_internal.h
2023-04-11 16:16:17 +02:00
Elie Michel
d81f2ae4fb Backends: WebGPU: Use WGSL shaders instead of precompiled SPIR-V + add Gamma uniform. (#6188)
Add gamma correction uniform
Group uniforms in a single binding
The second binding was not satisfying the minimum
BufferBindingType::Uniform alignment (256) and since this alignment is
large it is more idiomatic to group uniforms tegether.

Also ensures that the size of the uniform buffer is aligned to 16 bytes.
2023-04-11 16:03:26 +02:00
Elie Michel
e67f2f4791 Backends: WebGPU: Align buffer sizes upon creation. (#6188)
Amend from original pr to use a macro.
2023-04-11 15:46:05 +02:00
ocornut
cbdac1e150 Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
In theory supporting multiple contexts (untested).
2023-04-11 15:25:21 +02:00
ocornut
18d72a9142 Inputs: added a unique event identifier in ImGuiInputEvent. 2023-04-11 15:07:42 +02:00
Michael Martz
506f7e0074 Using nullptr in locations where warning disable is not convenient. (#6313, #4537) 2023-04-11 11:33:50 +02:00
ocornut
9203883bbe Comments + Metal using SetTexID(0) for consistency. 2023-04-11 11:22:42 +02:00
David Maas
e92b29ad53 Backends: OSX: Added support for io.AddMouseSourceEvent(). (#6314)
Also marked "mouse" input in example_apple_metal's UIKit micro-backend as being touch input.

# Conflicts:
#	docs/CHANGELOG.txt
2023-04-11 10:14:53 +02:00
David
db4c4e3321 Backends: Android: Added support for io.AddMouseSourceEvent(). (#6315, #6318, #2702, #4921) 2023-04-11 10:01:53 +02:00
ocornut
1668693bcf Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953) 2023-04-06 19:18:15 +02:00
ocornut
ec461c6ccb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui_demo.cpp
2023-04-06 19:16:08 +02:00
ocornut
a7703fe6f7 Backends: SDL2/SDL3: Avoid callng SDL_StartTextInput()/SDL_StopTextInput(). (#6306, #6071, #1953)
Amend 734c6af187
2023-04-06 19:12:10 +02:00
ocornut
8738ed88f0 Fixed FindWindowSettingsByID() being able to return a deleted setting. 2023-04-06 18:50:24 +02:00
ocornut
63370be0e5 Viewports: fix/amend dcb6335 to (1) avoid refocusing when focus action was actionned from a click within imgui boundaries and (2) restore a null focus as well. (#6299) 2023-04-06 16:29:36 +02:00
ocornut
1f0b46b93c Viewports: moved Platform_GetWindowFocus queries in UpdateViewportsNewFrame(). Added ImGuiViewportFlags_IsFocused status flag. (#1542)
Not sure why queries were in UpdatePlatformWindows().
- initially added there on 2018/04/26 f1ae07e532 (squashed)
- slightly moved in cd51f37fc0 for the purpose of putting less constraint on backend but that check is now done on our side anyhow.
Seems more consistent to do it nxt to other polling in UpdateViewportsNewFrame().
Not using ImGuiViewportFlags_IsFocused yet.
2023-04-06 16:08:53 +02:00
ocornut
ed72fcd12a Viewports: Internal: rename LastFrontMostStampCount -> LastFocusedStampCount. Rename ImGuiViewportFlags_Minimized -> ImGuiViewportFlags_IsMinimized
Effectively it is currently the later, but see comment "Even without focus, we assume the window becomes front-most." in UpdatePlatformWindows().
+ Moved Window field at top since it is most useful.
2023-04-06 15:17:52 +02:00
ocornut
dcb6335bfe Viewports: Setting focus from Platform/OS sets corresponding focus at Dear ImGui level. (#6299) 2023-04-05 20:25:05 +02:00
ocornut
47a07d8476 ButtonBehavior: Fixed an edge case where changing widget type/behavior while active and using same id could lead to an assert. (#6304)
+ Demo: use BeginDisabled() block in BackendFlags section.
I'd still consider this undefined behavior as some combination may not work properly, but let's fix things while we can as we encounter them.
2023-04-05 18:34:49 +02:00
ocornut
ee5ce36745 Merge branch 'master' into docking, including specific merge for imgui_impl_glfw.cpp for f070497
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-04-04 21:17:47 +02:00
ocornut
c9fe7ebc7b IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
+ amend two comments in imgui.h
2023-04-04 21:05:27 +02:00
ocornut
f070497cbd Backends: Win32/SDL2/SDL3/GLFW: Added support for io.AddMouseSourceEvent(). (#2334, #2702)
SDL doesn't distinguish Pen yet, but we don't need it as much as TouchScreen which will alter trickling.
2023-04-04 20:19:01 +02:00
ocornut
a16f99c6a2 IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. (#2702, #2334, #2372, #3453, #5693) 2023-04-04 20:18:57 +02:00
ocornut
9a1e09eb1f Fixed ImVec2 operator[] warning.in Clang. (#6272)
Added by a38e3c2
2023-04-04 19:26:48 +02:00
ocornut
13931fd851 Redirecting domain name
Tired of paying/maintaining two domains names and .org tend to be fluctuating + changing host company for sponsoring.
2023-04-03 15:07:20 +02:00
ocornut
e8206db829 InputText: Fixed crash introduced by 5a2b1e848 (#6292, #4714) 2023-04-02 17:29:56 +02:00
ocornut
4fdafef54f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui_widgets.cpp
2023-03-29 18:41:41 +02:00
ocornut
5f301914a0 TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with horizontal mouse-wheel (or Shift + WheelY). (#2702) 2023-03-29 17:10:03 +02:00
ocornut
84fd0c7ff4 Inputs, IO: record MouseWheelRequestAxisSwap information. Apply in UpdateMouseWheel() before legacy ctrl+wheel. 2023-03-29 17:09:58 +02:00
ocornut
a38e3c222f Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++ compiler. (#6272)
Note that this is not BayesBug's exact intended solution, so issues would be my responsibility ;)
Amended.
2023-03-29 12:51:41 +02:00
ocornut
f65bcf481a Docs: added details and link to wiki from imgui_stdlib to increase discoverability. 2023-03-23 19:03:17 +01:00
ocornut
8a6911b894 Backends: Fixes zealous warnings (#5760) 2023-03-23 18:18:52 +01:00
ocornut
7dcf129b3b Backends: OpenGL3: Properly restoring "no shader program bound". (#6267, #6220, #6224) 2023-03-23 13:27:55 +01:00
AJ Weeks
821814b450 InputText: Reworked prev/next-word behavior . Include period as delimiter and tweak prev/next words logic. (#6067) 2023-03-22 20:48:47 +01:00
ocornut
bf87fbcbcc Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) 2023-03-22 18:58:32 +01:00
ocornut
89d09070e3 Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier. (#4828, #3255, #5641) 2023-03-22 15:42:14 +01:00
ocornut
c98bad042d ColorEdit, RadioButton, Windows: Using adaptative tesselation for preview circles. 2023-03-21 17:48:09 +01:00
PanForPancakes
9ac94ff001 ColorPicker: Fixed shading of S/V triangle in Hue Wheel mode. (#6254, #5200)
Amend f6460970
2023-03-21 17:47:56 +01:00
ocornut
ad44f5831a Merge branch 'master' into docking 2023-03-21 17:04:54 +01:00
ocornut
d885094be3 Demo: stop relying on internal function. 2023-03-21 16:50:10 +01:00
ocornut
e55a0ef107 IO: avoid changing context in AddKeyAnalogEvent(). Amend 7269498. (#6199, #6256, #4921, #5856) 2023-03-21 14:32:37 +01:00
cfillion
7269498ecc IO: actually fixed adding events from inactive context (#6199, #6256, #4921, #5856) 2023-03-21 14:19:59 +01:00
Bruno Perković
5320a6ebd3 Backends: Made SDL3 backend compatible with commit 698dbd8. (#6255, #6146) 2023-03-21 12:17:54 +01:00
David Briscoe
cac76b2754 Slider, Drags: skip %+ and %# format flags for scanning. (#6259)
(There are two additional unhandled flags that only affect padding: '-' and ' '. Formatting flags don't make sense in a SliderInt's format string, so I've omitted them)
2023-03-21 12:09:38 +01:00
ocornut
5a2b1e8482 InputText: Fixed a tricky edge case, ensuring value is always written back on the frame where IsItemDeactivated() returns true (#4714)
Altered ItemAdd() clipping rule to keep previous-frame ActiveId unclipped to support that late commit.

Also, MarkItemEdited() may in theory need to do:
if (g.ActiveIdPreviousFrame == id)
        g.ActiveIdPreviousFrameHasBeenEditedBefore = true;
But this should already be set so not adding now.
2023-03-16 21:12:57 +01:00
ocornut
314e6443c9 Internals: removed ImGuiInputSource_Nav enum,
Essentially finishing the work of removing Nav a dual input source (with e.g. removal of NavInput[]).
2023-03-16 20:28:05 +01:00
ocornut
5d4a8978bd Docs: added all older versions to Changelog. 2023-03-16 15:15:15 +01:00
ocornut
c501c2d4cd Internals: inverted a block in InputScalar() to facilitate reading/stepping in common case. 2023-03-16 15:15:12 +01:00
ocornut
6b3435a2db Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2023-03-16 12:01:13 +01:00
Aiekick
91577c7f51 Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) 2023-03-16 11:59:45 +01:00
ocornut
301c956039 Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects. (#3038) 2023-03-15 17:09:09 +01:00
Ambrose Bonnaire-Sergeant
8b6e021f35 Demo: Fixed typos. (#6247) 2023-03-15 15:55:47 +01:00
ocornut
ae4dad09b5 Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243) 2023-03-15 15:04:07 +01:00
ocornut
85beda96de Backends: GLFW: Fix Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) 2023-03-15 14:51:46 +01:00
ocornut
0d606968d8 Backend: OpenGL3: Amend b0c18166 fix cases where glGetString(GL_VERSION) returns NULL. (#6154, #4445, #3530) 2023-03-15 12:25:34 +01:00
ocornut
24a44b9abe Version 1.89.5 WIP 2023-03-15 12:25:20 +01:00
ocornut
9e30fb0ec1 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-03-14 16:38:22 +01:00
ocornut
f3f6295d53 Version 1.89.4
Commented out obsolete enums/functions names: ImGuiSliderFlags_ClampOnInput, ImGuiInputTextFlags_AlwaysInsertMode, ImDrawList::AddBezierCurve(), ImDrawList::PathBezierCurveTo()()
2023-03-14 16:36:19 +01:00
ocornut
e39c2552ac Backends: GLFW: Avoid using glfwGetError() and glfwGetGamepadState() on Emscripten. (#6240) 2023-03-14 16:00:29 +01:00
ocornut
cc2177de15 Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop options. 2023-03-14 15:25:13 +01:00
ocornut
552969e33e BeginTooltip: correctly testing return value of BeginTooltipEx() even though it always return true in current code.
Amend 3b2f617
2023-03-14 14:28:41 +01:00
ocornut
c426e32247 Tables: Fixed an issue where user's Y cursor movement within a hidden column would have side-effects.
- Afaik the "to allow ImGuiListClipper to function" was added early during Tables development (prior to commit 55) and later replaced by support in ImGuiListCipper, it seems unnecessary.
- Also removed RowPosY2 being accted in TableEndCell().
+ Comments about 2bb9e35 + fix example bb224c8
2023-03-13 16:26:38 +01:00
domgho
6ca1556d02 Nav: Fixed SetItemDefaultFocus() from not scrolling when item is partially visible. (#2814, #2812) 2023-03-10 19:12:04 +01:00
ocornut
9937660b1c Merge branch 'master' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_apple_metal/main.mm
#	examples/example_apple_opengl2/main.mm
#	examples/example_glfw_metal/main.mm
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_metal/main.mm
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
2023-03-10 18:40:04 +01:00
ocornut
bb224c8aa1 Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard and ImGuiConfigFlags_NavEnableGamepad by default. 2023-03-10 18:35:52 +01:00
ocornut
2bb9e35a48 Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set. (#3092, #5759, #787) 2023-03-10 18:35:52 +01:00
ocornut
e83fb468c6 Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). (#3092) 2023-03-09 18:53:57 +01:00
ocornut
a322122f74 InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab for completion or textinput is active.
(regresion from 1.89) + removed unnecessary if block in NavProcessItem()
2023-03-09 16:24:03 +01:00
ocornut
3b2f617652 BeginTooltip: Added 'bool' return value to BeginTooltip() for API consistency. Updated demo.
Add SetWindowHiddendAndSkipItemsForCurrentFrame().
2023-03-09 15:16:40 +01:00
ocornut
e2cede6542 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-03-08 17:41:32 +01:00
ocornut
b5f9381036 Made internal clipboard/IME handlers not rely on implicit GImGui context (#5856)
Code in SetPlatformImeDataFn_DefaultImpl amends 3a90dc389 by temporarily setting field in caller site.
2023-03-08 16:21:33 +01:00
Marc Delorme
c8ad25caa6 Make classes not depend on the implicit GImGui context (#5856, #6199): ImGuiWindow, ImGuiInputTextCallbackData, ImGuiListClipper, ImGuiStackSizes
This commit is a preparation toward adding ImGui apis with explicit context
and making ImGui applications being able to use multiple context at the same time
whatever their concurrency model.

This commit modifies ImGuiInputTextCallback, ImGuiListClipper and ImGuiStackSize so those classes do not to depend on GImGui context anymore.

About ImGuiInputTextCallback:
- ImGuiInputTextCallback depends on ImGuiContext because it has a
  `InsertChars` method adding character to `g.InputTextState`
- To make ImGuiInputTextCallback aware of which context to use, the
  appropriate context is given as argument of ImGuiInputTextCallback
  constructor.

About ImGuiListClipper:
- ImGuiListClipper apply to a context through its `Begin`, `End`, and `Step`
  method.
- To make ImGuiListClipper aware of which context to use, the
  appropriate context is given as argument of ImGuiListClipper
  constructor.
- Since the behavior is different than previously the class has been
  renamed ImGuiListClipperEx
- In order to preserve backward compatibility, a subclass of ImGuiListClipperEx
  named ImGuiListClipper has been defined and forward the implicit context
  to ImGuiListClipperEx parent.

About ImGuiTextFilter:
- ImGuiTextFilter depends on the implicit context because the Draw(..)
  method call ImGui::InputText(...)
- Instead from that commit the Draw(...) method takes an explicit context
  as first argument
- Since the behavior is different than previously the class has been
  renamed ImGuiTextFilterEx
- In order to preserve backward compatibility, a subclass of ImGuiTextFilterEx
  named ImGuiTextFilter has been defined. This subclass has a draw method
  override which and forward the implicit context to the parent class Draw(...)

About ImGuiStackSizes:
- ImGuiStackSizes was depending on ImGuiContext because of its
  `SetToCurrentState` and `CompareWithCurrentState` method
- ImGuiStackSizes is an helper object use
  for comparing state of context. It does not necessarily need to
  compare the same context. For that reason, as opposed to previous
  classes it takes the context it wants to compare to as argument of
  its method.
- For this occasion `SetToCurrentState` and `CompareWithCurrentState`
  have been renamed `SetToContextState` and `CompareWithContextState`
  to match the new method signature.

ImGuiListClipper

ImGuiInputTextCallbackData
2023-03-08 15:55:38 +01:00
Marc Delorme
10ace228bc Make classes not depend on the implicit GImGui context (#6199, #5856, #6199): ImGuiIO
This commit is a preparation toward adding ImGui apis with explicit context
and making ImGui applications being able to use multiple context at the same time
whatever their concurrency model.

About ImGuiIO:
- ImGuiIO depends on ImGuiContext because some of its method want to event to `g.InputEventQueue`.
- To make ImGuiIO aware of the context to use, context which creates the ImGuiIO is given as argument of ImGuiIO constructor.
- The assert `IM_ASSERT(&g.IO == this && "Can only add events to current context.")` has been removed since it does not make sense anymore

NOTE: ImGuiIO could be completely independent of ImGuiContext if the InputEventQueue was moved from ImGuiContext to ImGuiIO, but since
ImGuiIO is a public class it would expose InputEvent type. Solving this problem is out of the current scope, but it is interesting to notice.
2023-03-08 15:39:22 +01:00
ocornut
5a1e6b60a2 Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and frame time > repeat rate. (#6171) 2023-03-08 14:03:58 +01:00
ocornut
c9a53aa74d Nav: Made Enter key submit the same type of Activation event as Space key. (#5606)
Instead of adding NavActivateInputId support in ButtonBehavior() started untangling the mess.
2023-03-07 18:41:49 +01:00
ocornut
b4b79584d1 Internals: added GetStyleVarInfo(). exposed previously .cpp only ImGuiStyleVarInfo as ImGuiDataVarInfo. 2023-03-07 14:40:55 +01:00
duddel
57d0fcd021 Examples: Fix Android example build for Gradle 8. (#6229) 2023-03-07 14:01:20 +01:00
ocornut
b6586bb06d TestEngine: update IMGUI_TEST_ENGINE_ITEM_ADD() hooks to support passing item in flags. 2023-03-06 18:10:04 +01:00
ocornut
1c29a8ed18 Debug Log: auto-disable ImGuiDebugLogFlags_EventClipper to reduce spam. 2023-03-06 18:09:49 +01:00
ocornut
f5c5a710aa Docking: exposed DockNodeWindowMenuHandler_Default() in imgui_internal.h to facilitate reuse. 2023-03-06 17:08:09 +01:00
ocornut
4078abe14c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
2023-03-06 17:03:55 +01:00
ocornut
702626dd8a Docking: storing window menu handler in a function pointer to allow customizing menu (undocumented) 2023-03-06 16:59:57 +01:00
Cyphall
66b762577c Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. (#6220, #6224) 2023-03-06 11:55:55 +01:00
ocornut
bfce7750b1 Simpified code in GetKeyData() and used ImGuiKey_KeysData_OFFSET for consistency. Rework demo, Comments. Moved ImGuiKey_KeysData_OFFSET to internal.h (#4921, #6191) 2023-02-24 13:05:32 +01:00
Adam Kewley
2496b973f9 Backends: SDL2,SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) 2023-02-23 15:07:15 +01:00
ocornut
e9743d85dd Drag and Drop: Clear state on EndDragDropTarget() with delivery + fixed handling of overlapping targets when smaller one is submitted before and can accept the same data type. (#6183, #5817) 2023-02-21 21:23:54 +01:00
Giuseppe Barbieri
2ee77aa6be Missing closing parenthesis in debug popup log (#6177) 2023-02-20 14:43:40 +01:00
ocornut
696a533532 TestEngine: added ImGuiItemStatusFlags_Inputable flag report to facilitate fuzzing. 2023-02-16 12:15:06 +01:00
ocornut
752603bc70 Fixed imgui_single_file.h for IMGUI_DEFINE_MATH_OPERATORS change. (#6164, #6137, #5966, #2832)
Amend a1b8457
2023-02-15 19:50:03 +01:00
ocornut
a1b8457cb5 Moved the optional "courtesy maths operators" (#define IMGUI_DEFINE_MATH_OPERATORS) implementation from imgui_internal.h in imgui.h. (#6164, #6137, #5966, #2832) 2023-02-15 19:23:12 +01:00
ocornut
e25e4526cd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2023-02-15 18:18:47 +01:00
ocornut
5d74891285 Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over non-client area (OS decorations) when app is not focused. (#6045, #6162) 2023-02-15 18:11:41 +01:00
ocornut
4f630b0449 imgui_freetype: fixed non-ASCII characters in sources. (#6166) 2023-02-15 16:43:08 +01:00
ocornut
204cb4d226 Version 1.89.4 WIP 2023-02-15 15:35:56 +01:00
ocornut
192196711a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-02-14 16:01:11 +01:00
ocornut
458a109031 Version 1.89.3 2023-02-14 16:00:18 +01:00
Laurens Holst
b0c1816664 Backends: OpenGL3: Fixed loader compatibility with GL_VERSION for GL 2.x (#6154, #4445, #3530)
GL_MAJOR_VERSION and GL_MINOR_VERSION are available on GL 3.0 and above.
So we have to parse GL_VERSION under GL 2.x
Reference https://www.khronos.org/opengl/wiki/OpenGL_Context#Context_information_queries
Regressed since 459de65477
See https://github.com/ocornut/imgui/pull/3530
2023-02-14 15:39:49 +01:00
ocornut
fa0852f9e5 ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with the displayed value (but not stored value) of others widgets instances. (#6155)
Amend 30546bc0, accb0261b, 38d22bc4
2023-02-14 15:35:00 +01:00
ocornut
092b6825ac Fonts: Assert that in each GlyphRanges[] pairs first is <= second. 2023-02-14 15:00:12 +01:00
ocornut
345184330b Internals: Settings: amend ClearWindowSettings() for Docking. 2023-02-10 18:28:45 +01:00
ocornut
ea4565368e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl2.h
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	imgui.cpp
2023-02-10 17:05:06 +01:00
ocornut
f0ac68ad35 Internal: Settings: amend 0b86513 revert to use FindWindowSettingsByID().
Namely for docking system.
2023-02-10 17:01:14 +01:00
ocornut
082b20e46b Internals: Settings: added ClearWindowSettings(). Extract part of CreateNewWindow() into InitOrLoadWindowSettings().
Designed to that if the window reappear in the session it won't take an additional slot.
2023-02-10 16:46:31 +01:00
ocornut
b2ebd03b16 Internals: Settings: moved Windows setting to their sub-section. 2023-02-10 16:06:39 +01:00
ocornut
0b865136e3 Internals: Settings: Added FindWindowSettingsByName() (replacing old version by ID) FindWindowSettingsByWindow() + remove unnecessary FindOrCreateWindowSettings().
In 1 code path we do a redundant hash but this happens only once per window per session so we are ok.
2023-02-10 16:06:29 +01:00
ocornut
0d7d877cb5 Backends: SDL3: Update for latest.
Note that resizing secondary viewports seems broken.
2023-02-10 14:45:52 +01:00
ocornut
99c0bd65df Added SeparatorText() widget. (#1643) 2023-02-10 12:16:41 +01:00
ocornut
85395b76b0 CI: Update versions.
Backends: GLFW: Warning fix under Linux.
2023-02-07 20:17:18 +01:00
ocornut
fac19e1883 Backends: SDL2:+SDL3 Implement SetPlatformImeDataFn (amends). (#6071, #1953) + fix SDL3 setting PlatformHandleRaw. (#6146) 2023-02-07 19:29:44 +01:00
imkzh
734c6af187 Backends: SDL2: Implement SetPlatformImeDataFn. (#6071, #1953) 2023-02-07 18:50:12 +01:00
ocornut
95412ad3a5 Backends: SDL3: Removed unnecessary #ifdef. 2023-02-07 17:09:51 +01:00
ocornut
a526ff8c30 Backends: SDL3: Added multi-viewports support. (#6146) 2023-02-07 16:30:58 +01:00
ocornut
e4233c6fb6 Merge branch 'master' into docking (doesn't include viewports-related changes for new SDL3 backend)
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
2023-02-07 16:23:49 +01:00
ocornut
13fbd99491 Backends: SDL3: update to run with SDL3. Examples: Add SDL3+Gl example. Remove some version checks. (#6146)
More update upcoming in docking branch.
2023-02-07 16:07:53 +01:00
ocornut
d9bf80f655 Backends: SDL3: copied imgui_impl_sdl2 into imgui_impl_sdl3 and ONLY replaced strings (1/2). (#6146)
NO OTHER CHANGES. This WILL NOT compile with SDL3.
This intermediate commit designed to make it easier to visualize the meaningful channges commit in the next commit.
2023-02-07 13:32:38 +01:00
ocornut
e816bc6723 Merge misc changes from docking branch to reduce small drift.
In particular:
- imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match.
- imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab
- Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file.
+ moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
2023-02-07 13:22:23 +01:00
ocornut
1b27ac982f Backends+Examples: SDL2: renamed imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h. (#6146)
+ CI: Update Windows CI to update SDL 2.26.3 instead of 2.0.10
2023-02-07 12:04:38 +01:00
ocornut
c807192abc Tables: amend f799a29 with a better solution + fix potential overflow (#6140) 2023-02-03 22:50:58 +01:00
ocornut
d6ea56dfd9 Tables: amend f799a29 with a better solution + fix potential overflow (#6140) 2023-02-03 22:50:43 +01:00
ocornut
ea39841fcd Examples: (Again, but better) made SDL+GL and GLFW+GL examples build with Emscripten. (#2492, #2494, #3699, #3705) 2023-02-03 22:39:43 +01:00
ocornut
b0a936e5d4 Merge branch 'master' into docking (incl revert of examples refactor)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2023-02-03 22:38:39 +01:00
ocornut
97a1f761c6 Examples: (Again, but better) made SDL+GL and GLFW+GL examples build with Emscripten. (#2492, #2494, #3699, #3705) 2023-02-03 22:23:23 +01:00
ocornut
f43c6ea6a4 Revert most of "Examples: refactor all examples with a MainLoopStep() function..." (#2492, #3699)"
This reverts commit 96ab68eee0.

# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl_opengl3/main.cpp
2023-02-03 22:17:40 +01:00
ocornut
f799a293c8 Tables: Solved an ID conflict issue with multiple-instances of a same table. Storing instance id for convenience. (#6140)
TableGetColumnResizeID() are still using an incorrect table, but having only one-level left tends to cancel things out.
2023-02-03 20:03:03 +01:00
Giuseppe Barbieri
c75410e72c Debug: fix display order of InputText's data CurLenA/CurLenW (#6143) 2023-02-03 17:55:26 +01:00
ocornut
a085581057 Backends: GLFW: added ImGui_ImplGlfw_SetCallbacksChainForAllWindows(). (#6142) 2023-02-03 17:53:53 +01:00
ocornut
265b88273e Backends: Fixed pragma warning with old GCC. 2023-02-03 16:14:49 +01:00
ocornut
d0b1aaa076 Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
Namely, GLFW JS emulation seems to quantize values to a min of -1/+1 which breaks modern OSX/Windows emulating smoothness with stepping wheels (slow steps are sending sub-1.0 values)
+ Massage changelog.
2023-02-03 15:05:39 +01:00
ocornut
6584de4a78 Backends: SDL: Avoid calling SDL_SetCursor() when cursor has not changed. (#6113) 2023-02-02 21:28:28 +01:00
ocornut
5ebb6a2954 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
2023-02-02 19:38:24 +01:00
ocornut
46efed8b70 CI: Fix Emscripten build. 2023-02-02 19:35:36 +01:00
ocornut
1f1861dae6 Backends: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + scaling for Emscripten. (#4019, #6096)
+ Missing changelog entries.
2023-02-02 19:18:58 +01:00
ocornut
5386ddcd05 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	examples/example_emscripten_opengl3/main.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui_demo.cpp
2023-02-02 18:31:26 +01:00
ocornut
624c057ae1 Backends: GLFW: revert flipping mouse-wheel axis for Emscripten. (#4019)
Latest version seems ok.
2023-02-02 18:09:20 +01:00
ocornut
ce6e6da510 Examples: Made example_sdl_opengl3 and example_glfw_opengl3 build with Emscripten. Removed dedicated examples. (#2492, #2494, #3699, #3705) 2023-02-02 18:08:17 +01:00
ocornut
96ab68eee0 Examples: refactor all examples with a MainLoopStep() function, to facilitate use with Emscripten. (#2492, #3699)
Aligned all examples.
2023-02-02 17:30:48 +01:00
ocornut
b51919dce1 Examples: Emscripten+GLFW: revert to use a shell_minimal.html closer to vanilla one, as our fullscreen + misc tweaks to Emscripten+SDL example to match other version. 2023-02-02 15:27:14 +01:00
ocornut
0370856d78 Backends: GLFW: Removed mouse-wheel value scaling for Emscripten. (#4019, #6096, #6081) 2023-02-02 15:27:14 +01:00
ocornut
f822e07d76 Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
+ Fix warnings.
2023-02-02 15:27:14 +01:00
ocornut
887abe9578 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2023-02-01 22:18:57 +01:00
ocornut
3617a96372 Backends, Inputs: Made horizontal scroll wheel and horizontal scroll direction consistent accross backends/os. (#4019, #6096, #1463)
Documented assumptions.
2023-02-01 21:29:08 +01:00
ocornut
8d29665ae1 Backends: OSX: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
Ref #4019 for details provided in .XLS sheet, although not strictly related to main issue topic.
+ Rename Emscripten demo titles to make SDL visible.
2023-02-01 19:43:03 +01:00
nahkhiir
2efebe3315 ShowFontAtlas, Demo: optionally use style text color for tint. (#6129) 2023-01-31 18:12:42 +01:00
ocornut
5a3f82e2f4 Examples: SDL+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). 2023-01-31 15:49:54 +01:00
ocornut
867bdbecb3 Text: fixed issue in RenderText() leading to IM_ASSERT_PARANOID() triggering if enabled. (#6132, #5720, #5919)
Amend 3482d4ec, bd96f6e
2023-01-31 14:41:16 +01:00
ocornut
d719776460 Internals: added 'ImGuiButtonFlags flags' to ImageButtonEx(). (#6126) 2023-01-31 11:30:27 +01:00
ocornut
f142887088 Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130)
Amend a5e939214
2023-01-31 11:23:24 +01:00
ocornut
259560aa26 Demo: moved sections around in prevision for adding nicer separators. 2023-01-27 19:05:33 +01:00
ocornut
27f2dd56d6 Internals: move "%s" skip-formatting logic to ImFormatStringToTempBuffer() function, meaning Text() and all the *V() functions can also benefit from it. (#3466)
Amend 645a6e0 and 23a785a.
2023-01-27 15:24:23 +01:00
Basil Fierz
d73e3285de Backends: WebGU: Revert the implicit render pipeline layout generation as introduced in 83bdfef (#6117, #4116, #3632)
The feature was removed from WebGPU (https://github.com/gpuweb/gpuweb/issues/2470)
2023-01-25 21:55:17 +01:00
ocornut
fc50532213 InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip). 2023-01-25 21:44:30 +01:00
ocornut
5741cbae45 Internals: ImFileOpen: fixed misleading use of ImWchar (would allocate more when ImWchar=ImWchar32) + update version for previous changes namely tab bar ones. 2023-01-25 20:34:48 +01:00
AJ Weeks
f4ef420c01 InputText: Added support for Ctrl+Delete to delete up to end of word. (#6067) 2023-01-25 14:41:38 +01:00
ocornut
07490618ae Misc: Tolerate zero delta-time under Emscripten. (#6114, #3644) 2023-01-25 14:13:12 +01:00
Mark Reid
fe0a24f38a Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call DefWindowProcW(). (#5725, #5961, #5975)
Fixes the window title from being truncated on calls to Platform_SetWindowTitle. Stops the WM_SETTEXT message that happens when calling setWindowTextW from being interpreted as ascii.
2023-01-24 21:52:07 +01:00
ocornut
3d8885cbbd TabBar: Internals: add GetCurrentTabBar(), TabBarFindTabByOrder(), TabBarGetCurrentTab(), TabBarGetTabOrder(), TabBarGetTabName(), TabBarQueueFocus() + clear LastTabItemIdx on EndTabBar(). (#5853, #5997)
ImGuiTabBar::GetTabOrder() -> TabBarGetTabOrder().
ImGuiTabBar::GetTabName() -> TabBarGetTabName()
2023-01-24 19:41:20 +01:00
ocornut
739a79b1e9 ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when color alpha is zero. Window: Avoid rendering shapes for hidden resize grips. 2023-01-24 17:30:50 +01:00
ocornut
f6db9e2f39 Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) 2023-01-24 16:11:38 +01:00
ocornut
e8421de23c imgui_single_file: include imgui_freetype.cpp if the define is set.
.h not often needed but doesn't cost much to include.
2023-01-24 16:04:55 +01:00
ocornut
8f907bc9a2 imgui_freetype: fix warnings (#6104), fix typos. (#6079) 2023-01-24 15:59:14 +01:00
ocornut
88dfd85e92 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-01-21 00:49:06 +01:00
ocornut
91667430a8 Tables: increase table columns limit from 64 to 512 using bit array allocated in contiguous memory +. (#6094, #5305, #4876, #3572) 2023-01-21 00:41:54 +01:00
ocornut
14908cba8f Internals: ImBitArray, ImBitVector: using macro helper for common op + disable stack checks on MSVC agressive debug builds. 2023-01-21 00:41:50 +01:00
ocornut
db55422870 Tables: removed hot RequestOutputMaskByIndex bit-array as majority of code-paths are already touching the cold parts.
Only exception being TableSetColumnIndex() with same column number but that's an odd case.
Will break PR #6094 #3572 #5305 #4876 but those not need to be necessarily updated: we got enough reference to finish that feature.
2023-01-20 17:57:13 +01:00
Cody Tapscott
6342275bbb Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096)
This is used to populate the monitor array, which is only a requirement for multi-viewport support (which is not supported by Emscripten anyway).
2023-01-20 17:04:55 +01:00
ocornut
3482d4eccf Text: Fixed layouting of wrapped-text block skipping successive empty lines. (#5720, #5919)
Regression in the bd96f6e fix
2023-01-19 15:59:39 +01:00
ocornut
0359f6e94f Internals: ImDrawList: shallow tweaks to RenderText(). 2023-01-18 16:47:34 +01:00
ocornut
51c97a41aa PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets. 2023-01-18 15:13:23 +01:00
omar
82fdd7018d Update FAQ.md 2023-01-13 17:27:44 +01:00
ocornut
ccf94e2e6e Strip seemingly unecessary tests, as UTF-8 decoder can not return null since 9cca1b2e9 2023-01-12 12:46:06 +01:00
ocornut
55b8ce9b23 Reword ImTextCharFromUtf8() to avoid a warning + marked UTF-8 functions with IM_MSVC_RUNTIME_CHECKS_OFF. (#5987)
First change confirmed same code-gen.
2023-01-11 17:10:53 +01:00
ocornut
1297a2be52 Text: Tweaked rendering of three-dots "..." ellipsis variant. Baking more data. (#2775, #4269)
Ideally we're bake a single glyph but it's currently difficult to setup in our font building process.
2023-01-11 16:37:47 +01:00
ocornut
8801f02949 Text: Fix clipping of single-character "..." ellipsis when font is scaled. (#2775 2023-01-11 15:56:33 +01:00
ocornut
482ac70a0b Version 1.89.3 WIP 2023-01-11 15:52:30 +01:00
ocornut
46b9c09e41 Update .gitignore
Latest VS2022 seems to download json schemas files.
2023-01-10 12:21:50 +01:00
vaiorabbit
a218d3a824 Update information in ImFontAtlas::GetGlyphRangesJapanese (#6066)
Co-authored-by: vaiorabbit <vaiorabbit>
2023-01-09 11:39:28 +01:00
ocornut
d822c65317 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
2023-01-05 15:58:49 +01:00
ocornut
d7c8516a4b Version 1.89.2 2023-01-05 15:49:29 +01:00
ocornut
e06bbe05e1 Revert most/part of "Shortcut: added Shortcut() function and ImGuiInputFlags in public API + Demo." (#456, #2637)
This reverts commit 0949acb6e6.

# Conflicts:
#	imgui.h
2023-01-05 15:21:48 +01:00
ocornut
83429abf4a Internals: simplify ButtonBehavior(), also to allow easily adding a mouse_button_down thing. 2023-01-05 12:19:37 +01:00
ocornut
03add24acf Selectable: Internals: removed unused ImGuiSelectableFlags_DrawHoveredWhenHeld flag.
Needlessly introduced in baae057a from WIP tables branch at the time, ended up unused by Tables.
A comment "I find it counter intuitive that hovering supersedes activation." in #3516 led me to this however this is not the cause of said issue.
2023-01-05 11:28:05 +01:00
ocornut
57a5b73a4c InputText: fixed cursor navigation when pressing Up Arrow on the last character of a multiline buffer which doesn't end with a carriage return. (#6000)
Simplify stb_textedit_find_charpos(). Leaving that to simmer for a while before attempting an upstream PR.
2023-01-04 17:58:07 +01:00
ocornut
1f6e62a4ae Backends: GLFW: Fixed mods state on Linux with Alt-GR text input (e.g. German keyboard layout), (#6034)
Amend 07557674, 1ad8ad62
Ref maybe https://github.com/glfw/glfw/issues/1630
2023-01-04 15:43:41 +01:00
ocornut
9150c23c04 imgui_freetype: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. (#5788, #5829)
This seemingly innocuous change sursingly had very large side-effects of completly breaking packing for the test font mentioned in above issue. Not even sure why tbh. New code matches what stb_truetype's stbtt_PackBegin() does.
2023-01-04 15:22:56 +01:00
ocornut
9c1dac3ff0 Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562) 2023-01-04 12:14:53 +01:00
ocornut
fc3815bfe5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
2023-01-03 21:06:09 +01:00
ocornut
4b39c1f654 Docs: adding Tests badge + more references to Test Engine. 2023-01-03 20:26:26 +01:00
ocornut
824baa6a4d Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window as written to,. (#6037) 2023-01-03 14:22:07 +01:00
ocornut
42e166089a Backends: Metal: fixed secondary viewport rendering. (#6015, #4821, #2778) 2023-01-03 12:34:47 +01:00
ocornut
156e0a8070 Demo: amend Selectable() + BeginPopupContextItem() demo to maintain and update selection state when popup is open. (#6032) 2023-01-02 18:01:57 +01:00
ocornut
6939676372 Docking: fixed DockBuilderCopyDockSpace() crashing when windows not in the remapping list are docked on the left or top side of a split. (#6035) 2023-01-02 17:54:50 +01:00
Martin Ejdestig
e5d51866c6 Backends; Vulkan: do not set VkDescriptorSetLayoutBinding::pImmutableSamplers, allow changing sampler. (#6001, #5502, #914)
Follow up to c9aef16 which removec three funtions worth of duplicate code.
2023-01-02 16:30:10 +01:00
Martin Ejdestig
c9aef16066 Backends: Vulkan: Remove duplicated and dead code in Vulkan backend (#6001)
Sampler, descriptor set layout and pipeline layout are created in exact
same way directly in ImGui_ImplVulkan_CreateDeviceObjects(). The removed
functions are local and only has call chain that starts in
ImGui_ImplVulkan_CreateDeviceObjects(), so will always do early return.
2023-01-02 16:25:34 +01:00
Manuel Floruß
328695bd47 Provide a non-empty definition for IMGUI_DEBUG_PRINTF when disabled. (#5978)
Fixes MSVC warning C4390 when /W3 is specified. Reworked from original PR: (void)0 provides better codegen by do-while.
Similar to #5901
2023-01-02 16:02:56 +01:00
Mikko Sivulainen
16aaf60697 Backends: OSX: fixed ImGui_ImplOSX_GetWindowSize and ConvertNSRect. (#6009) 2023-01-02 15:38:40 +01:00
ocornut
90de839445 Backends: SDL: fix build on WinRT (#6019, #5974) - version for docking branch
Amend da83253
2023-01-02 15:03:18 +01:00
ITotalJustice
da832532c0 Backends: SDL: fix build on WinRT (#6019, #5974) 2023-01-02 15:02:43 +01:00
ocornut
52c61deaf9 Happy new year! 2023-01-02 14:42:12 +01:00
Neil Bickford
e57871bb95 imstb_truetype: Add missing return keyword in error case of stbtt__cid_get_glyph_subrs (#6007)
Submitted as PR: https://github.com/nothings/stb/pull/1422
Signed-off-by: Neil Bickford <nbickford@nvidia.com>
2022-12-20 06:41:42 +01:00
Neil Bickford
f1ddf63027 ScrollToRectEx: Fix bug where scrolling horizontally to an always-centered element that is not visible but could be would take the item's Y coordinate into account.
Neither behavior were used in the codebase for this axis.
Amend 27c58c39 (#5902, #2812, #4242, #2900)
Signed-off-by: Neil Bickford <nbickford@nvidia.com>
2022-12-20 06:39:25 +01:00
Espyo
91b356cf8e Examples: Allegro: Fixed compilation instructions. (#5973) 2022-12-09 23:39:11 +01:00
ocornut
c191faf0ba Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2022-12-08 21:19:01 +01:00
ocornut
59b63defe5 Misc shallow merge/sync from docking designed to faciliate cross-merging between docking and string_view. 2022-12-08 21:14:39 +01:00
ocornut
317b33d647 Tables: fixed matching width of synchronized tables when only some (not all) instances have a vertical scrollbar. (#5920) 2022-12-08 20:06:26 +01:00
ocornut
0949acb6e6 Shortcut: added Shortcut() function and ImGuiInputFlags in public API + Demo. (#456, #2637) 2022-12-08 18:54:41 +01:00
ocornut
1dae7df26f Misc: added GetItemID() in public API. 2022-12-08 18:45:04 +01:00
ocornut
48215231f9 Demo: moved WantCapture overrides items + various comments related to ImGuiKey, ImGuiMod 2022-12-08 18:30:48 +01:00
ocornut
d3025cde37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-12-06 22:13:12 +01:00
ocornut
9d08506dce Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
Frozen rows (~header) still moving from menu to main layer based on freezing stat.e
2022-12-06 22:11:51 +01:00
ocornut
fd0b3734d3 Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and columns. (#5143, #4868, #3692) 2022-12-06 21:07:50 +01:00
ocornut
16cee3d009 Internals: tidying up and standardizing outer decoration size storage. (toward #5143, #4868, #3692, #3518)
This is not strictly required presently, but will be consistent with adding inner decoration sizes in next commit, as well as generally being sane.
Locking TitleBarHeight() / MenuBarHeight() values per-window probably have side-effects in ill-defined situation related to changing font size per window.
2022-12-06 21:07:47 +01:00
ocornut
820b1e651a Internals: reduced duplicate code in CalcNextScrollFromScrollTargetAndClamp() by looping through axiees. 2022-12-06 18:35:12 +01:00
ocornut
24b873a740 Internals: renaming inside ScrollToRectEx() + fixed misplaced changelog entry. 2022-12-06 18:22:59 +01:00
ocornut
5eda547e6f Merge branch 'master' into docking 2022-12-06 15:10:09 +01:00
ocornut
ed54e14f1b Refactor: moved UpdateAliasKey(), GetMergedModsFromKeys(), UpdateKeyboardInputs(), UpdateMouseInputs() to INPUTS section. 2022-12-06 12:21:18 +01:00
ocornut
f83da768b6 Refactor: moved LockWheelingWindow(), FindBestWheelingWindow(), UpdateMouseWheel() to INPUTS section 2022-12-06 12:21:18 +01:00
ocornut
f9ab2a0e9f Refactor: moved UpdateKeyRoutingTable() to INPUTS section. renamed GetKeyVector2d() -> GetKeyMagnitude2d() 2022-12-06 12:21:17 +01:00
ocornut
38a0d7ceb5 Refactor: added INPUTS section index, moved IsMouseHoveringRect() to INPUTS section. 2022-12-06 12:21:17 +01:00
ocornut
b5883c1cfb Refactor: moved bits into Initialization section. 2022-12-06 12:21:17 +01:00
ocornut
713e034d95 Backends: OpenGL3: Fix for zealous warning. (#5947)
Consider moving to imgui_impl_opengl3_loader.h ?
2022-12-03 15:12:20 +01:00
ocornut
3ea0fad204 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2022-12-01 20:22:27 +01:00
ocornut
844e0ae688 Fixes/amend 9825f7f + amend Changelog (#4857, #5937) 2022-12-01 20:19:26 +01:00
ocornut
0e2a167bdb Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by applications using multiple font atlases.
+ fixed mislocated Changelog entries added recently.
2022-12-01 20:10:37 +01:00
ocornut
9825f7fa87 Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles. (#4857, #5937)
Amend b0a6cd6
2022-12-01 18:40:36 +01:00
assiduous
66ad2ad539 Properly detect SSE instruction support in 32-bit MSVC build. (#5943) 2022-12-01 17:41:38 +01:00
Marc Delorme
a5e96ff99e Make ImGuiInputTextState not depend on the implicit GImGui context. (#5856)
This commit is a preparation toward adding ImGui apis with explicit context
and making ImGui applications being able to use multiple context at the same time
whatever their concurrency model.
--
Prior to this commit ImGuiInputTextState::OnKeyPressed was depending on the
global context to know which font and font size to use, and if it should
follow MacOSX behaviors or not (c.f ConfigMacOSXBehaviors).

Instead of using the global context, this commit store the context as
attribute of ImGuiInputTextState. Since this state is forwarded to most
of text edit related function, it possible to access font, font size and
ConfigMacOSXBehaviors from everywhere.

NOTE: I have noticed a bug prior to that commit: if the font or font size
change while editing the same widget, the ImGuiInputTextState become invalid
and there is no code to handle this invalidation. Fixing this bug is out
of scope of current pull request.

# Conflicts:
#	imgui_internal.h
2022-12-01 16:48:45 +01:00
ocornut
45736443be Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency. 2022-11-30 20:14:52 +01:00
ocornut
87caf27ac4 Inputs, Scrolling: better selection of scrolling window when hovering nested windows and backend/OS is emitting dual-axis wheeling inputs. (#3795, #4559) 2022-11-30 17:49:59 +01:00
ocornut
a5f3596e6c Backends: Allegro5: use al_draw_indexed_prim() or al_draw_prim() depending on version. (#5937)
+ OSX comments (#5938)
Amend 185b4dde + 50aeeff
2022-11-30 14:46:45 +01:00
Espyo
50aeeff96c Backends: Allegro5: Brough back al_draw_indexed_prim when available. (#5937)
Amend 185b4dde
2022-11-30 14:44:46 +01:00
ocornut
bf4c2e00c0 Docs: retroactively update 1.89 changelog/docs to clarify that strong typing ImGuiKey was technically a breaking change for users of legacy indices. (#4921)
Amend 4b522e145
2022-11-29 21:36:59 +01:00
ocornut
cc3a2200a9 Internals: invert logic of mods key<>bool translation to facilitate other experiments and put emphasis on new API. (#5923, #4921)
Should be no-op, this is mostly to make it easier to store state for ImGuiMod_Shortcut.
2022-11-29 19:07:50 +01:00
ocornut
1a497c2499 Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of compile-time. (#5923, #456) 2022-11-29 19:07:50 +01:00
Teselka
969af7c773 Internal: Disable debug logs macro if IMGUI_DISABLE_DEBUG_TOOLS is defined. (#5901)
+ needed to rework clipper code to avoid "The 'then' statement is equivalent to the 'else' statement." PVS Studio warning.
2022-11-28 15:44:10 +01:00
ocornut
bd96f6eac4 Text: Fixed layouting of wrapped-text block when the last source line is above the clipping region. Regression added in 1.89. (#5720, #5919)
+ Update version marker
2022-11-28 14:59:13 +01:00
ocornut
540909bddf Fixed version string for consistency (#5918) 2022-11-28 14:42:37 +01:00
ocornut
6af38b1a43 Fixed version string for consistency (#5918) 2022-11-28 14:42:30 +01:00
ocornut
fad8afd62a Docking: amend to allow localizing docking specific user facing string. (#5895) 2022-11-24 21:29:41 +01:00
ocornut
595a428baa Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2022-11-24 21:27:15 +01:00
ocornut
a8df192df0 Version 1.89.1 2022-11-24 21:24:33 +01:00
ocornut
27c58c3946 Scrolling, Focus, Combo: fixed SetKeyboardFocusHere()/SetItemDefaultFocus()/ScrollToRectEx() during an appearing form not centering item. (#5902, #2812, #4242, #2900)
Amend 44f801186 and 8f495e554
2022-11-24 20:57:41 +01:00
ocornut
d2f9c5dfb7 Viewports: moving PlatformWindowCreated field to public structure. (#5882) 2022-11-24 16:39:45 +01:00
kdchambers
233d7ad3f2 Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914)
(initialize WGPUCompareFunction params to valid values)
2022-11-24 12:52:38 +01:00
ocornut
856c6314ec Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value before payload is submitted. (#5910, #143)
+ Added test "widgets_dragdrop_new_payloads" in Test Suite.
2022-11-23 17:58:14 +01:00
ocornut
ffe0abbfc2 Internals: added basic localization system (#5895) 2022-11-23 16:05:16 +01:00
ocornut
c3d9f8ee7e Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911) 2022-11-23 15:18:59 +01:00
ocornut
3a685749cb ColorEdit: fixed label overlapping when using style.ColorButtonPosition == ImGuiDir_Left. (#5912)
Amend 54fb051e5
+ Internals: added IsKeyboardKey(), IsMouseKey() helpers.
2022-11-23 15:00:50 +01:00
ocornut
16476f99fd Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908) 2022-11-22 18:08:25 +01:00
ocornut
9964740a47 Viewport: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without making title bar color opaque.
(thanks christopher knorr!)
2022-11-18 19:34:24 +01:00
ocornut
38cfe22b8b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-11-16 17:57:05 +01:00
ocornut
5bb2874940 Version 1.89.1 WIP 2022-11-16 17:55:27 +01:00
ocornut
7bee9a8f96 Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code from accessing keys. (#5888, #4921, #456)
Amend 4448d97. This is more consistent with input owner design.
2022-11-16 17:53:35 +01:00
ocornut
d60985df7f Inputs: fix moving a window or drag and dropping from capture mods. (#5888, #4921, #456)
Amend change of SetActiveIdUsingAllKeyboardKeys() in 4448d97 which seemingly accidentally reverted the change intended by fd408c97
2022-11-16 17:41:24 +01:00
ocornut
83cee9e091 InputText: replaced some uses of SetKeyOwner() + IsKeyPressed() with Shortcut()
Which makes it easier to hook/disable those keys from outside if needed.
2022-11-16 17:09:14 +01:00
ocornut
94e850fd6f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-11-15 15:40:54 +01:00
ocornut
81160fee56 Version 1.89
+ fix warning from a582d92
2022-11-15 15:20:36 +01:00
ocornut
a582d92c31 Inputs: modulate wheel lock timer for small amount of wheeling. Slightly lower timer. (#3795) 2022-11-15 14:19:29 +01:00
macaba
03d3343e21 Docs: Update FAQ.md explaining how to enable hidpi for Windows app. (#5880) 2022-11-10 16:58:46 +01:00
Peter Nimmervoll
00b6370848 Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) 2022-11-10 16:28:44 +01:00
ocornut
d7aca168ee Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012)
Amend 51bbc7065
2022-11-10 16:22:34 +01:00
ocornut
7380b9816e Scrolling: Exposed SetNextWindowScroll() in public API. (#1526) 2022-11-09 17:03:07 +01:00
ocornut
cda26635cd Inputs: refacotr/extract CalcRoutingScore() out of SetShortcutRouting(), easier to follow with early returns.
+ clarified comments about GetMouseCursor() #5739
2022-11-09 16:35:50 +01:00
ocornut
a571933f8b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-11-09 15:59:26 +01:00
ocornut
b8b0f9d02e Backends: OpenGL3: Reverted use of glBufferSubData(). (#4468, #4504, #3381, #2981, #4825, #4832, #5127) 2022-11-09 15:57:54 +01:00
ocornut
f0ad810553 Inputs: tweak comments, typos. 2022-11-08 22:41:45 +01:00
ocornut
4d5da74c79 Merge branch 'master' into docking 2022-11-08 20:44:04 +01:00
ocornut
637ddfce09 Inputs, Nav: made it possible to remap CTRL+Tab (#4828, #3255, #5641) 2022-11-08 20:38:49 +01:00
ocornut
6c9c4879d9 Inputs: made Shortcut() routing id defaults to current FocusScope ID. (#456, #2637, #3724)
One idea being that this value can be easily locked (for blind menus) or manipulated (for queries from outside).
2022-11-08 20:37:58 +01:00
ocornut
d576724bfd Inputs: made ImGuiInputFlags_RouteFocused the default for Shortcut(). (#456, #2637, #3724) 2022-11-08 20:37:58 +01:00
ocornut
4d6a9ef93f Inputs: added routing priorities. (#456, #2637, #3724)
- and ImGuiInputFlags_RouteUnlessBgFocused
- will be useful for blind menu handlers.
2022-11-08 20:37:58 +01:00
ocornut
7ff2d3353c Inputs: added wip/experiment routing system: Shortcut(), RoutingFocused policy, SetShortcutRouting(). (#456, #2637, #3724)
- InputText() uses Shortcut().
2022-11-08 20:37:58 +01:00
ocornut
c59ebb2d71 Inputs: added basic Shortcut() function - no routing yet. (#456) 2022-11-08 20:37:58 +01:00
ocornut
8c95c084cb Inputs: changed specs of SetKeyOwner() to alter OwnerCurr immediately.
Note the removed comments (hence not squashing)
Amend 4448d97
(#456, #2637, #2620, #2891, #3370,, #4828, #5108, #5242, #5641)
2022-11-08 20:37:58 +01:00
ocornut
4448d975d1 Inputs: added wip/internal Input Owner system. (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
- Added SetKeyOwner(), SetItemKeyOwner(), TestKeyOwner().
- Added new IsKeyXXX IsMouseXXX functions with ImGuID owner_id and flags.
- Obsoleted SetItemUsingMouseWheel(). (#2891)
- Removed IsKeyPresseedEx() which was a recent internal addition 2022-07-08 deemed to be temporary exactly for this.
- Added ImGuiButtonFlags_NoSetKeyOwner, ImGuiButtonFlags_NoTestKeyOwner
- Added ImGuiSelectableFlags_NoSetKeyOwner.
- Added ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease for for SetKeyOwner(), SetItemKeyOwner().
- Added ImGuiInputFlags_CondXXX values for SetItemKeyOwner().
2022-11-08 18:47:36 +01:00
ocornut
5728f2e15f Fix build with IMGUI_DISABLE_DEBUG_TOOLS 2022-11-04 16:47:04 +01:00
ocornut
44d98bfd6d Fix build with IMGUI_DISABLE_DEBUG_TOOLS 2022-11-04 16:35:57 +01:00
ocornut
849c8052b7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2022-11-04 16:26:15 +01:00
ocornut
529cba19b0 Debug Tools: Added DebugLocateItem()/DebugLocateItemOnHover() to visually locate items when hovering a 0xXXXXXXXX value. (#5855, #2673, #4631) 2022-11-04 16:06:34 +01:00
ocornut
7109f32f96 Internals: tidying up and stripping more of focus scope code. 2022-11-04 12:19:23 +01:00
ocornut
9f66a3a9ed Internals: rework FocusScope system, current scope doesn't need to be in window + child doesn't inherit.
Intended as part of work for input routing + blind menu processing shortcuts. Some of this commit will be stripped by next commit.
Intent was to sort windows along with focus scope to build a hierarchy, but for our needs we'd need a persistant one, so scrapping the idea. Not squashing this with next commit to keep a bit of history for future references.
2022-11-04 12:19:20 +01:00
ocornut
1eac0024c0 InputText: copy and select all shortcuts don't need repeat (tho it was harmless0 2022-11-03 18:33:43 +01:00
ocornut
90e9465fa5 Window: Fixed position not being clamped while auto-resizing (#5843) 2022-11-02 12:36:41 +01:00
ocornut
6e9dfe1de1 Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843) 2022-11-02 12:36:22 +01:00
Akira Maezawa
86f2af2bc7 Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) 2022-11-02 12:02:39 +01:00
cfillion
ced92d9c52 Inputs, Viewports: fix UpdateViewportsNewFrame() running before UpdateInputEvents(), leading to MouseViewport lagging by a frame on transitions. (#5837, #4921)
Will merge the swap in master.
2022-10-31 12:08:23 +01:00
Rewtio
c2694ef75e Examples: Android: Using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android. (#5836) 2022-10-31 11:47:05 +01:00
ocornut
22bcfca700 IO: Clear AppFocusLost in EndFrame() in order to allow backend or application code to poll and react to it
+ Amend a241dc7 with the same clearing of MouseDownDuration[] as keyboard ones.
2022-10-28 20:01:20 +02:00
ocornut
a241dc7990 IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921) 2022-10-27 20:17:19 +02:00
ocornut
a61bbdc239 Commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. 2022-10-26 22:22:53 +02:00
Teselka
9db6b1a0d9 Backends: Win32: minor tidying up. (#5819) 2022-10-25 16:02:53 +02:00
ocornut
baea25e657 Drag and Drop: extracted a RenderDragDropTargetRect() function (#1603) 2022-10-25 15:54:22 +02:00
ocornut
375ae5dce4 Merge branch 'master' into docking (incl glfw use of GLFW_VERSION_COMBINED)
Note switched from GLFW_VERSION_REVISION * 10 to GLFW_VERSION_REVISION * 1
2022-10-24 22:58:25 +02:00
ocornut
431fc6a7f6 Internals: using ItemAdd() consistently for internal items: windows & tables resize grips/borders, ScrollbarEx().
This put an extra flag check in ItemAdd() but essentially reduce inconsistency with windows decorations not using this. Useful for debugging.
It however buries the info/blurs the line about what it means to not use ItemAdd() since they are now doing it much less.
2022-10-24 22:54:29 +02:00
ocornut
178aee4b1c Debug Tools: Debug Log: add and use ImGuiTextLineIndex.
This is needed for next commit where we want to parse hovered Debug Log line.
2022-10-24 21:23:59 +02:00
ocornut
50c4234aca Docking: Further fixes for highlight of nested nodes. (#5702)
Amend fb0b9c71, 8f43487, 9764adc, 24dfebf
Added more regression tests e.g "docking_focus_nodes_nested"
2022-10-24 20:34:03 +02:00
ocornut
5370b46c4e Docking: Made spacing between dock nodes not a dropping gap. 2022-10-24 20:25:42 +02:00
ocornut
578df14f27 CI: Remove left-over discord stuff. 2022-10-24 12:02:06 +02:00
ocornut
f6bd7c8e53 Debug Tools: Item Picker: remove IMGUI_DEBUG_TOOL_ITEM_PICKER_EX since it doesn't work on non-ItemHoverable() items anyway. (#2673)
Call stack difference not meaningful.
2022-10-21 18:32:40 +02:00
ocornut
bc918404fe Internals: using ImToUpper() since std one does too many things.
As a bonus side-effect may remove reliance on ctype.h (will see if CI complains)
2022-10-21 16:13:52 +02:00
ocornut
9a35bfea39 Internals: added temporary ImGuiItemStatusFlags_Visible (used internally - please do not use).
Used by BeginMenu() as I'm experimenting with blind menus honoring shortcuts.
Extra comments about KeyMap and ImGuiKeys
2022-10-21 14:57:10 +02:00
David
de1593d5c0 Backends: DX12: Fixed stale comments. (#5798) 2022-10-20 08:25:00 +02:00
ocornut
e3fa56ae05 BeginMenu(): Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu().
+ Shallow tweaks to reduce diff of future branches. Removing early return also facilitate some changes.
2022-10-19 14:12:04 +02:00
ocornut
5ac94ad898 Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame.
Amend / fix regression from 6e8e2c0
2022-10-18 16:43:38 +02:00
ocornut
ab6e48b833 Backends: GLFW: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. (#5785) 2022-10-18 12:21:31 +02:00
ocornut
f87e891f18 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-10-14 18:50:40 +02:00
ocornut
08752b372e Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from a window which is neither a popup neither a menu used to incorrectly close and reopen the menu. (#5775)
This works by moving the ClosePopupsOverWindow() in FocusWindow() in the if() block which luckily solves our problem.
In our test suite I couldn't find situation where this had side-effect others than BeginMenu() using the 'menuset_is_open' trick.
It's difficult to tell if other side-effects are possible: a window being already focused should mean it doesn't have popups overit.
Effectively this means that clicking e.g. on the BeginMenu() item to close a menu in a menu-bar now relies on BeginMenu() logic for the closure rather than FocusWindow() triggerd by button behavior.
2022-10-14 18:47:00 +02:00
ocornut
81176737f8 Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775) 2022-10-14 17:39:04 +02:00
ocornut
3920b1c764 Removed commented out old flags from when Tables was a branch.
ImGuiTableFlags_ColumnsWidthFixed, ImGuiTableFlags_ColumnsWidthStretch,
ImGuiTableFlags_SizingPolicyFixed, ImGuiTableFlags_SizingPolicyStretch
ImGuiTableColumnFlags_WidthAuto
2022-10-14 16:36:41 +02:00
ocornut
b15347cb7d Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957) 2022-10-13 15:15:42 +02:00
ocornut
3e8d198133 Removed runtime patching of obsolete/invalid "%f"/"%.0f" types of format strings for DragInt()/SliderInt(). 2022-10-12 23:09:09 +02:00
thedemons
5196bd15e9 Docs: Update outdated code sample (#5766) 2022-10-11 17:45:27 +02:00
ocornut
edf522b58a Merge branch 'master' into docking + amends change to nullptr (#5760)
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	imgui_internal.h
2022-10-11 15:59:23 +02:00
ocornut
c54230d14e Backends: Using nullptr instead of NULL. (#5760, #4537) + fix additional warnings. 2022-10-11 12:35:41 +02:00
ocornut
8a44c31c95 Scrolling: Further reduce unrelease mouse-wheel locked window timer + misc refactor (#2604, #3795, #4559)
The refactor are designed to minimize the diff for changes needed for #3795
2022-10-06 20:17:28 +02:00
ocornut
dfa1bb0ac7 Backends: OSX: Fixed mouse inputs on flipped views. (#5756) 2022-10-06 14:28:14 +02:00
ocornut
cb04326b46 Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. [changes for docking] (#5745)
+ TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable.
2022-10-04 18:08:29 +02:00
ocornut
85a368b58d Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. (#5745)
+ TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable.
2022-10-04 18:03:56 +02:00
ocornut
c7d3d22ae1 Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) 2022-10-04 15:41:57 +02:00
ocornut
80a870a3e5 Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset whenever scrolling again (#2604) + small refactor
Somehow interesting for (#3795, #4559). sorry this will break PR for 3795 but we got the info.
2022-10-04 15:34:17 +02:00
ocornut
282b2b5afb Backends: Vulkan: Fix building with VK_NO_PROTOTYPES. (#914, #5738).
Amend a588f00
2022-10-04 12:30:45 +02:00
ocornut
a588f00f7b Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). 2022-10-04 12:02:48 +02:00
ocornut
fb0b9c7160 Docking: Fixed missing highlight when using dock node host window borders. (#5702)
Amend 8f434874, 9764adc7b, 24dfebf45
2022-10-03 14:55:22 +02:00
cfillion
5884219867 imgui_freetype: Assert if bitmap size exceed chunk size to avoid buffer overflow. (#5731) 2022-09-30 16:12:51 +02:00
ocornut
f2a522d70d ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811) 2022-09-30 15:58:55 +02:00
ocornut
69beaa1d0b Viewports: Fix AddMouseViewportEvent() to honor AppAcceptingEvents, filter duplicate, add to debug log. 2022-09-29 22:03:21 +02:00
ocornut
d91211f9f2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_win32.cpp
2022-09-29 22:02:23 +02:00
ocornut
cc5058e5d7 IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921) 2022-09-29 22:01:11 +02:00
ocornut
fac8295d6e IO: remove ImGuiInputEvent::IgnoredAsSame (revert part of 839c3100), will filter earlier in next commit. (#5599)
Making it a separate commit as this leads to much indentation change.
2022-09-29 22:00:38 +02:00
ocornut
9e7f460c09 Fixed GetKeyName() for ImGuiMod_XXX values, made invalid MousePos display in log nicer. (#4921, #456)
Amend fd408c9
2022-09-29 22:00:35 +02:00
ocornut
0749453355 Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) 2022-09-29 19:51:54 +02:00
ocornut
9f6aae3bf2 Nav: Fixed race condition pressing Esc during popup opening frame causing crash. 2022-09-29 19:48:27 +02:00
ocornut
bd2355a047 Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple BeginMenu() call with same names). (#1207) 2022-09-29 19:25:26 +02:00
ocornut
3532ed1621 Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item in parent when the parent is not a popup. (#5730)
Replace BeginMenu/MenuItem swapping g.NavWindow with a more adequate ImGuiItemFlags_NoWindowHoverableCheck.
Expecting more subtle issues to stem from this.
Note that NoWindowHoverableCheck is not supported by IsItemHovered() but then IsItemHovered() on BeginMenu() never worked: fix should be easy in BeginMenu() + add test is IsItemHovered(), will do later
2022-09-29 18:44:19 +02:00
ocornut
d5d705069d Various comments
As it turns out, functions like IsItemHovered() won't work on an open BeginMenu() because LastItemData is overriden by BeginPopup(). Probably an easy fix.
2022-09-29 18:44:19 +02:00
Andrew D. Zonenberg
e74a50f525 Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) 2022-09-28 17:46:20 +02:00
ocornut
d17627b9c6 InputText: leave state->Flags uncleared for the purpose of backends emitting an on-screen keyboard for passwords. (#5724) 2022-09-28 17:38:41 +02:00
ocornut
0a7054c7e4 Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) 2022-09-28 17:04:42 +02:00
ocornut
a229a7f39f Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725) 2022-09-28 16:57:18 +02:00
ocornut
e0330c1696 Fonts, Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region. (#5720)
which would result in an abnormal number of vertices created.
2022-09-28 14:58:41 +02:00
ocornut
4d4889bf1b Refactor CalcWordWrapPositionA() to take on the responsability of minimum character display. Add CalcWordWrapNextLineStartA(), simplify caller code.
Should be no-op but incrementing IMGUI_VERSION_NUM just in case.
Preparing for #5720
2022-09-28 14:57:15 +02:00
ocornut
5c4426c5b8 Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721) 2022-09-28 12:22:44 +02:00
ocornut
12c0246890 Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255) 2022-09-28 12:08:21 +02:00
ocornut
73efcec564 Examples: disable GL related warnings on Mac + amend to ignore list. 2022-09-27 22:25:45 +02:00
ocornut
a725db17b7 Comments for flags discoverability + add to debug log (#3795, #4559) 2022-09-27 20:08:40 +02:00
ocornut
11f5be0caf Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (#4468, #4825, #4832, #5127, #5655, #5709)
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-09-27 14:40:18 +02:00
ocornut
325299f942 Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (#4468, #4825, #4832, #5127, #5655, #5709) 2022-09-27 14:38:40 +02:00
ocornut
56c3eaed20 ImDrawList: asserting on incorrect value for CurveTessellationTol (#5713) 2022-09-27 14:24:21 +02:00
ocornut
04316bd223 ColorEdit3: fixed id collision leading to an assertion. (#5707) 2022-09-26 16:32:09 +02:00
ocornut
8f434874c0 Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702) 2022-09-26 15:56:54 +02:00
ocornut
6fd2ee9416 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl.cpp
#	imgui_demo.cpp
2022-09-26 14:57:34 +02:00
ocornut
c261dac02f Demo: moved ShowUserGuide() lower in the file, to make main demo entry point more visible + fix using IMGUI_DEBUG_LOG() macros in if/else. 2022-09-26 14:56:36 +02:00
ocornut
51bbc70652 Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows, and don't capture mouse when drag and dropping. (#5710) 2022-09-26 14:49:02 +02:00
ocornut
7a9045dd77 Backends: WGPU: removed Emscripten version check (currently failing on CI, ensure why, and tbh its redundant/unnecessary with changes of wgpu api nowadays) 2022-09-26 11:55:07 +02:00
ocornut
1dc7d0e633 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2022-09-26 11:08:49 +02:00
ocornut
83a0030c0a Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456) 2022-09-26 10:43:26 +02:00
ocornut
fd408c9790 Renamed and merged keyboard modifiers key enums and flags into a same set:. ImGuiKey_ModXXX -> ImGuiMod_XXX and ImGuiModFlags_XXX -> ImGuiMod_XXX. (#4921, #456)
Changed signature of GetKeyChordName() to use ImGuiKeyChord.
Additionally SetActiveIdUsingAllKeyboardKeys() doesn't set ImGuiKey_ModXXX but we never need/use those and the system will be changed in upcoming commits.
2022-09-26 10:43:26 +02:00
ocornut
f359dca0dc Misc input related changes to facilitate upcoming merges. 2022-09-22 19:00:30 +02:00
ocornut
85f327d8d3 InputText: added ImGuiInputTextFlags_EscapeClearsAll (#5688) 2022-09-21 16:23:44 +02:00
ocornut
60ab8a94a7 InputText: fixed minor one-frame selection glitch when reverting with Escape + disable cursor rendering on revert frame. (#3008)
Amend bdbb2b21, 83efdcec
2022-09-20 15:46:32 +02:00
ocornut
4b522e145c Experiment: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921, #4537)
May affect binding generators.
2022-09-20 12:42:29 +02:00
ocornut
5c8041b4d7 Update gif in README + font names in examples 2022-09-19 17:45:05 +02:00
ocornut
2736af6b61 Minor optimization of ImFontAtlasBuildMultiplyRectAlpha8() + README tweaks. 2022-09-19 16:59:46 +02:00
Marc Auberer
efe4a3722d Fix typo (#5691) 2022-09-19 15:59:58 +02:00
ocornut
3af9ac320d Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_examples.sln
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2022-09-17 00:25:42 +02:00
ocornut
1dd964f87d Popups & Modals: Fix (amended) somehow undocumented Popup+Child behavior (useful for e.g. #718, #4461 and probably other things)
(broken by 1c4066cd)
2022-09-16 23:27:16 +02:00
ocornut
440f257688 Popups & Modals: fixed nested Begin() being erroneously input-inhibited. (useful for e.g. #718, #4461 and probably other things) 2022-09-16 22:08:11 +02:00
ocornut
472f8013bd Moved version number higher up in imgui.h to increase visibility
- This allow using version number in imconfig
- This technically makes the #ifdef IMGUI_VERSION check valid in case of using IMGUI_DISABLE
- This makes available IMGUI_VERSION/IMGUI_VERSION_NUM with IMGUI_DISABLE - bit of a harmless leak
2022-09-16 22:07:33 +02:00
tocic
2b1d8e3eaf Fix more typos in sources and docs (#5681) 2022-09-14 20:36:45 +02:00
ocornut
44e3ba115a Demo: moved "Mouse Cursors" section. moved "Filtering" section. 2022-09-14 20:18:23 +02:00
omar
673df61914 More compact README 2022-09-14 19:05:41 +02:00
ocornut
1816c5241b Examples: updated VS projects with .natvis file under imgui/ 2022-09-14 14:17:47 +02:00
omar
e8178bf8a4 Update README.md 2022-09-14 12:14:37 +02:00
Javier Marín
a0e1591ac2 Fix more typos (#5679) 2022-09-13 11:23:49 +02:00
tocic
6c3c9cea7f Fix typos in source comments (#5675) 2022-09-13 11:09:34 +02:00
ocornut
091445a4a9 Examples: added all SDL examples to VS solution. 2022-09-13 10:46:30 +02:00
ocornut
513c1ba996 Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)' (#1057)
Followup to e605f2179
2022-09-12 16:00:19 +02:00
ocornut
64b88da21b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2022-09-09 20:48:57 +02:00
ocornut
cb48c81a44 Tabs: Fix initial tab state. Amend 3e6f948( (#5572)
Somehow this only triggers a failing test in docking branch.
2022-09-09 20:47:27 +02:00
ocornut
52d9ee0dc2 Tabs: Fixed ShrinkWidths() redistribution of remainder leading to infinite bug (second fix). (#5652, #5262)
Amend b137f31
2022-09-09 20:01:59 +02:00
ocornut
caf4b7f1e6 Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665) 2022-09-09 16:45:16 +02:00
ocornut
3e6f948851 Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572)
Also fixed SetNextItemWidth(0.0f) not being consistent with tabs. (#5262)
2022-09-07 12:42:42 +02:00
ocornut
b137f31b8c Tabs: Fixed ShrinkWidths() redistribution of remainder leading to infinite bug + over redistribution. (#5652)
Amend c4b91017
2022-09-07 12:22:49 +02:00
ocornut
2171375f93 InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag. 2022-09-06 14:33:02 +02:00
tocic
9e7c0f985f Fix typos in docs (#5649) 2022-09-06 11:46:23 +02:00
Constantine Tarasenkov
b87e58fab3 ImGui::InputText: added support for shift+click style selection. (#5619)
(Amend, force-push: sorry wrong edit by omar)
2022-09-05 18:27:58 +02:00
ocornut
fe62927bd8 Backends: OpenGL: Update comments. (#4445, #5642, #4649) 2022-09-05 15:58:31 +02:00
ocornut
9e1ccf8fab Commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): (#3361)
- DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4() with signature ending with (..., float power = 1.0f)
- SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4() with signatures ending with (..., float power = 1.0f)
- BeginPopupContextWindow(const char*, ImGuiMouseButton, bool)
2022-09-05 14:38:00 +02:00
ocornut
aceab9a877 Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150

# Conflicts:
#	imgui.cpp
2022-09-02 16:38:40 +02:00
ocornut
edcd5b113e Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150
2022-09-02 16:37:35 +02:00
ocornut
bc2002ab92 Merge branch 'master' into docking 2022-09-01 20:54:37 +02:00
scorpion-26
5867a43dc8 Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) 2022-09-01 20:50:08 +02:00
ocornut
9445776d61 Nav: Fixed an issue opening a menu with Right key from a non-menu window. 2022-09-01 20:42:10 +02:00
ocornut
03fc9a0b17 Menus: Fixed gaps in closing logic. (#5614)
The _MenuBar test introduced in c2cb2a69 doesn't appear to be meaningful.
2022-09-01 20:42:07 +02:00
Rokas Kupstys
b3ea01d86f Menus: Fix sub-menu inhibition stopping working in some cases. (Amend WIP) (#2517, #5614, noticed in #5546)
Amend bda2cde6
Fixes the case where following menu hover sequence results in incorrect RestoreNavWindow (previously SourceWindow) pointing to opened sub-menu:
1. Hover "Menu -> Options" - Open ##Menu_01 window
2. Hover "Menu -> Colors"  - SourceWindow incorrectly points to ##Menu_01 window
2022-09-01 17:02:46 +02:00
ocornut
a502ceb075 Added commented out older obsolete names (1.42 to 1.52) 2022-09-01 12:22:39 +02:00
ocornut
2569c64740 Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627, #5618) 2022-09-01 11:13:39 +02:00
ocornut
7f25143972 Better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651) 2022-09-01 10:54:00 +02:00
ocornut
747c9a7adf IsKeyPressed(), IsMouseClicked(), GetKeyPressedAmount(): add a (normally unnecessary) test for ->Down next to ->DownDuration tests, facilitating the use of key eating mechanism.
Consider removing when we add support for input ownership.
2022-08-31 19:15:13 +02:00
ocornut
e13913ed57 IsItemHovered: Added ImGuiHoveredFlags_DelayNormal, ImGuiHoveredFlags_DelayShort, ImGuiHoveredFlags_NoSharedDelay. (#1485)
IsItemHovered() can't have a non-zero default, but higher-level tooltip helpers may enable a different default later.
2022-08-24 21:32:13 +02:00
ocornut
71a0701920 Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without NavEnableKeyboard (#5504, #4023); 2022-08-24 15:49:03 +02:00
ocornut
b3b3a07133 Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without NavEnableKeyboard (#5504, #4023); 2022-08-24 14:45:11 +02:00
Geoffrey McRae
2c1262b436 ImVector: fix undefined behaviour during copy operator if source vector is null. (#5608) 2022-08-24 10:57:14 +02:00
ocornut
db798fd5be Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_internal.h
2022-08-23 18:41:24 +02:00
ocornut
72096bf698 Clipper: simplify code and remove cases where true is returned with empty display range as an extra step. 2022-08-23 15:40:07 +02:00
ocornut
07b9999de9 Debug Log: added 'Clipper' events logging. 2022-08-23 15:40:07 +02:00
ocornut
4eb9066997 Clipper: extract code into a ImGuiListClipper_StepInternal() to facilitate debugging. Moved clipper End() call to outer layer, stopped heretic use of comma operator.
Removed obsolete comments in clipper Begin()
2022-08-23 15:40:06 +02:00
David Chavez
21b5fac57a Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount' (#5603) 2022-08-23 12:52:45 +02:00
ocornut
b78738ff23 Internals: Docking: rename HoveredDockNode to DebugHoveredDockNode to clarify that it isn't usable for much other than debugging. 2022-08-22 19:18:06 +02:00
ocornut
d357e8504b TestEngine: revert part of 5b0510c as IMGUI_TEST_ENGINE_ITEM_ADD() woul see an erreneous hierarchy.
+ Fix typo (#5600)
2022-08-22 14:36:32 +02:00
Adam Essemaali
7f4b477d2e CI: Update ubuntu version (#5598) 2022-08-22 10:56:35 +02:00
ocornut
cdebd70e15 Fix PVS-Studio static analyzer warning for "buffer underflow"
Amend 4e8e177c
2022-08-20 23:08:19 +02:00
ocornut
5b0510c5b7 TestEngine: facilitate aiming at InputScalar() using wildcards + removed unnecessary IDStack.size hack (require TestEngine latest) 2022-08-20 22:55:51 +02:00
ocornut
ef6ba0d846 Misc: allowing override of IM_TABSIZE (#5593) 2022-08-20 19:54:57 +02:00
ocornut
268565079c InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) by converting them to half-width (U+0021..U+007E). 2022-08-08 17:06:11 +02:00
Rokas Kupstys
8cbd391f09 Docking: Add source dock node parameter DockContextCalcDropPosForDocking() to facilitate test engine (un)docking nodes before they are split out to their own window.
Metrics: Display dock_node->Windows in node metrics.
2022-08-08 15:33:19 +02:00
ocornut
a396233cb6 Platform IME: Windows: Revert 133bbafa and 29a8ee08 as regression until new results comes. (#2589, #5535, #5264, #4972) 2022-08-08 12:42:57 +02:00
ocornut
839c31006b Debug Log: Added IO events logging. 2022-08-08 11:58:57 +02:00
ocornut
133bbafa3c Platform IME: Windows: Fixed a call to ImmAssociateContextEx() leading to freeze on some setups. (#2589, #5535, #5264, #4972)
+ misc comments
2022-08-08 11:31:48 +02:00
Rokas Kupstys
ff1567e240 Docking: Simplify logic of moving tabs between nodes. Amends 0abe7d. (#5515)
The idea is that in the absence of a tab bar, as new one gets created new tabs will be sorted based on window->DockOrder so this may work but we're not 100% sure.
2022-08-05 12:39:47 +02:00
Vlad Serebrennikov
c911901b5e Fix ImGuiIO docs and default values (#5540) 2022-08-03 22:46:31 +02:00
ocornut
e9f50fb87c Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-08-03 22:04:03 +02:00
ocornut
0a4ddd7246 Fix being unable to mouse wheel while dragging a payload (fix 1480bc5, #4921, #2891) 2022-08-03 22:02:00 +02:00
ocornut
4a2ae06ca4 Changed signature of ImageButton() function: Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. (#5533, #4471, #2464, #1390).
Also removed frame_padding parameter from ImageButtonEx(), amend e0ec69d8.
2022-08-03 21:04:33 +02:00
Rokas Kupstys
f573ebf31a Docking+Viewports: Fix undocking window node causing parent viewport to become unresponsive. (#5503)
Amend 67be485e, Somehow ties to 58f5092c + 0eb45a05 (#4310)
Unsure of exact chain of event but this caused a parent link msimatch between the time of the MouseMoving test in AddUpdateViewport() setting _NoInputs on the wrong parent., and the release clearing _NoInputs on the rght one.
2022-08-03 18:07:08 +02:00
ocornut
b12e056c21 Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515, amend b16f738d #2700, #2539)
Commit b16f738d left us with a "current" channel 0 which seems inadequate. Undoing that, assuming default is always 1, code filling bg color does a switch. Only DockContextEndFrame() leave it at 0 and it's not particularly necessary.
2022-08-03 17:00:59 +02:00
ocornut
0abe7d1cc5 Docking: Fixed splitting/docking into a node that has buttons amended into tab bar. Windows were not moved correctly. (#5515) 2022-08-03 16:11:39 +02:00
ocornut
e21f462f6f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-08-03 15:29:04 +02:00
ocornut
28a123ca47 Internals: Docking: make DockContextFindNodeByID() more visible (instead of DockBuilderGetNode)
+ using defines for channel changes.
2022-08-03 15:22:19 +02:00
Rokas Kupstys
0e95cf0dec Fix appending to windows causing a child window to be inserted to g.WindowsFocusOrder which eventually causes a crash. (#5515, #3496, #4797)
Amend a528398
2022-08-03 14:44:05 +02:00
Rokas Kupstys
e926a664d5 TabBar: Allow closing entire TabBar (possible docking only) when it contains user-appended buttons. (#5515)
In docking branch we mass-call TabBarCloseTab(). Amend b26f1530. Standardize Changelog entries.
2022-08-02 19:30:01 +02:00
ocornut
e99c4fc668 Nav: fixes keyboard/gamepad nav actions running without the corresponding config flags (#5504). Fixes 8b8a61b. #4921, #4858, #787, #1599, #323)
NavUpdate() can now clears ImGuiInputSource_None.
2022-07-25 17:19:45 +02:00
ocornut
2d38bc99b3 Internals: renamed recently added ImGuiInputReadFlags to ImGuiInputFlags. (Amend 8b8a61b) 2022-07-22 17:05:34 +02:00
Rokas Kupstys
cb8ead1f71 Docking: Fix docked window contents not rendering when switching with CTRL+Tab.
(regression from 8eb8689).
2022-07-18 15:25:46 -07:00
ocornut
6ab5fd1da9 Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the next row in such state where subsequent SameLine() would move back to previous row. 2022-07-18 17:40:52 +02:00
ocornut
77637fd936 Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer (#5463, #4792)
Fix 37958ca
2022-07-12 10:51:14 +02:00
Shriram Ravindranathan
8731cc2914 Examples: Vulkan: Add c++ version to CMakeLists (#5459)
Co-authored-by: Shriram <“shriram.r@technovert.com”>
2022-07-10 18:22:46 +02:00
ocornut
1480bc5d4e Added ImGuiKey_MouseXXX aliases. (#4921) Reworked SetItemUsingMouseWheel() to use this for ActiveId. (#2891)
The rework of SetItemUsingMouseWheel() is half-complete since there's a HoveredIdUsingMouseWheel component. This will however be totally cleaned when we transtion to InputOwner system.
2022-07-08 18:32:25 +02:00
ocornut
105bb3ef8a Legacy: clear g.ActiveIdUsingNavInputMask when active id is clear + Internals: added helpers GetKeyChordName(), ImGuiModFlags_All.
Amend 8b8a61b
2022-07-08 17:51:46 +02:00
ocornut
21fc57f2cf Merge branch 'master' into docking 2022-07-08 16:09:30 +02:00
ocornut
8b8a61bdf9 Removed io.NavInputs[] and ImGuiNavInput enum. Kept inline redirection code. (#4921, #4858, #787, #1599, #323) 2022-07-08 16:02:07 +02:00
ocornut
a7a25ee19d Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift. (#2673) 2022-07-07 14:18:08 +02:00
ocornut
92d0924b82 Fixed build with IMGUI_DISABLE_OBSOLETE_KEYIO + made all examples comments refer to StyleColorsLight(). 2022-07-06 20:58:20 +02:00
ocornut
4711b9b05a Add trailing commas to enum (to simplify the diff/patch of further additions) (#4537)
Possible since we are now C++11 + fix warning in GetNavInputAmount().
2022-07-06 20:39:39 +02:00
ocornut
90ef327882 Reordered keys representing directions to follow a consistent L/R/U/D order everywhere. (#2625, #4921, #3724)
Amended to avoid static analysis false positive.
2022-07-06 17:48:01 +02:00
ocornut
f9ccdba352 Nav: Fix regression 93f02ee + Internals: Remove ImGuiNavReadMode_Pressed, ImGuiNavReadMode_Released.
Toward using keys.
2022-07-06 17:03:50 +02:00
ocornut
93f02ee0c6 Nav: Fixed moving window with gamepad or keyboard when running at very high framerate + removed ImGuiNavDirSourceFlags_RawKeyboard. 2022-07-06 16:46:57 +02:00
luigifcruz
82e10f1b61 Backends: Metal: Add dispatch synchronization. (#5447) 2022-07-05 15:24:37 +02:00
ocornut
0b2da67912 Internals: clarified that GetInputTextState(0) can not return a pointer. Replaced a use of __APPLE__ with io.ConfigMacOSXBehaviors. 2022-07-05 14:40:09 +02:00
ocornut
467a1cd4a5 Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138) 2022-07-01 17:09:58 +02:00
Stephen H. Gerstacker
ad5aa54166 Backends, Viewport: Metal: Pull format from shared context. (#5403, #5437) 2022-06-30 20:19:27 +02:00
ocornut
5d0deebba4 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-06-30 20:17:48 +02:00
Stephen H. Gerstacker
67410d53f7 Backends: Metal, OSX: Various fixes (ARC / Autorelease fixes with metal-cpp and extensions). (#5403) 2022-06-30 20:16:45 +02:00
ocornut
609b935a8c InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing Enter keep the input active and select all text. 2022-06-30 15:47:54 +02:00
ocornut
0afc6cd310 Internals: InputTextEx() renames for correctness. enter_pressed -> validated, is_validate_enter -> is_enter_pressed 2022-06-30 15:31:42 +02:00
Runik
58eb40db76 Backends: GLFW: Fixed leftover static variable preventing from changing or reinitializing backend while application is running. (#4616, #5434) 2022-06-29 15:47:37 +02:00
ocornut
873e9d35ac Internals: renamed TreeNodeBehaviorIsOpen() to TreeNodeUpdateNextOpen(). Added internal TreeNodeSetOpen(id). (#5423) 2022-06-28 16:11:31 +02:00
ocornut
24dfe6db8a Version 1.89 WIP 2022-06-27 16:55:55 +02:00
ocornut
088ddef98a Tables: extracted some code into TableBeginContextMenuPopup() for easier reuse for appending into context menu. 2022-06-27 16:51:08 +02:00
ocornut
9cd9c2eff9 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
2022-06-21 18:28:33 +02:00
ocornut
9aae45eb4a Version 1.88
(fix "Show Debug Log" checkbox in Metrics window)
2022-06-21 18:11:50 +02:00
ocornut
d51e5d2898 TabItem: revert support for SetNextItemOpen(true) at it creates too much ambiguity with p_open/close button vs Selected state. (#5262)
Revert a small part of 4b97296.
2022-06-21 17:20:06 +02:00
ocornut
c4b9101759 TabBar: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their initial width more precisely.
Has been the case before but adding support for SetNextItemWidth() #5262 made this more noticeable.
2022-06-21 17:13:13 +02:00
ocornut
4b97296148 TabBar: TabItem() now reacts to SetNextItemWidth() and SetNextItemOpen(true). (#5262) 2022-06-21 17:13:12 +02:00
ocornut
d3fd2630b7 Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328) + Adjust default GrabMinSize. 2022-06-20 18:13:10 +02:00
ocornut
f27af1b20a Internals: SliderBehaviorT: Minor refactor, clearer 0.0/1.0 early out. Should be no-op from user's point of view.
ScaleValueFromRatioT() had early 0.0/1.0 ratio tests, shifting most of function by one indent.
2022-06-20 16:57:04 +02:00
omar
90e8404a77 Update README.md 2022-06-20 15:35:48 +02:00
ocornut
9764adc7bb Docking: Amend 24dfebf. Fixed incorrect focus highlight on docking node with nested hierarchies. 2022-06-17 17:11:23 +02:00
Rokas Kupstys
37a07858a9 Nav: Fixed inability to cancel nav in modal popups. (#5400) 2022-06-17 14:58:26 +02:00
ocornut
506717390f Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
Ideally we should untangle the purpose of parent_window_in_stack / ParentWindowInBeginStack better.
2022-06-16 18:43:33 +02:00
rokups
101aec95d9 Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport support with Metal backend.
Fixes #5392 + alignment fixes and removed static_cast<> + Amended with fix.
2022-06-16 13:12:54 +02:00
ocornut
07efd7cc20 Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS. 2022-06-15 16:02:55 +02:00
ocornut
e135cdbc24 Merge branch 'master' into docking + update for IMGUI_DEBUG_LOG calls.
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui_internal.h
2022-06-15 15:39:23 +02:00
ocornut
08572189f0 MovingWindow auto-cancelled if active id is stolen (instead of ill-defined bahavior + assert in docking).
Followup to 27343ef
2022-06-15 15:25:21 +02:00
ocornut
27343efb0b Nav, Focus: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress + move KeepAliveID() call from Scrollbar() to ScrollbarEx() 2022-06-15 15:25:07 +02:00
ocornut
ddcff10343 Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty. 2022-06-15 14:30:20 +02:00
ocornut
6cac48df32 Drag, Slider: rework slightly or CTRL+Click or SetKeyboardFocusHere() will show 1 change of active id in the log (rather than a set,clear,set sequence) 2022-06-15 11:52:46 +02:00
ocornut
dd28500835 Debug: Add more log. Reworked IMGUI_DEBUG_PRINT IMGUI_DEBUG_PRINTF. Added internal IsDragDropActive() helper.
DebugLog() output to TTY by default.
Amend 1d6e34f.
2022-06-15 11:31:19 +02:00
ocornut
24dfebf455 Docking: Fixed incorrect focus highlight on docking node when focusing empty central node or a child window which was manually injected into a dockspace window. 2022-06-13 20:19:33 +02:00
ocornut
2ed9e21eba Nav, Internals: wrap changes to g.NavWindow into a helper function to help track/log changes.
Amend 076d8fc. Eventually we should REALLY clean up the SetNavWindow SetNavID SetFocusID FocusWindow fiasco.
2022-06-13 19:05:55 +02:00
ocornut
1d6e34f3f9 Debug: Added ShowDebugLogWindow().
Internal: renamed old IMGUI_DEBUG_LOG() to IMGUI_DEBUG_PRINT().
Amended once.
2022-06-13 19:05:55 +02:00
Jack Knobel
ec2c805e48 Backends: support for unity builds for dx10/dx11/dx12 backends (#5387) 2022-06-11 12:52:27 +02:00
ocornut
e900ca355e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui.h
2022-06-10 19:29:17 +02:00
ocornut
076d8fc868 Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() and simultaneous changing window focus. (#4449) 2022-06-10 19:25:53 +02:00
Rokas Kupstys
0b1bcfcc20 Menus: Separate menu sets by nav layer. (#3496, #4797) + Demo: Remove incorrect and useless suggestion to use PushID().
Fixes a common case where opening menu in one nav layer and hovering a menu in another nav layer would open that menu without a click.
2022-06-08 17:17:54 +02:00
ocornut
a35e876978 InputText: Amends and tidying up: Fixed undo/redo state corruption when editing buffer in user callback. (#4947, #4949) 2022-06-08 15:27:36 +02:00
Joshua Webb
530332dfbc InputText: Fixed undo/redo state corruption when editing buffer in user callback. (#4947, #4949) 2022-06-08 15:27:10 +02:00
ocornut
23a785aeb3 Internals: wrapped used of g.TempBuffer into ImFormatStringToTempBuffer/ImFormatStringToTempBufferV helpers.
This leaves us room for growing the buffer if needed, and gives us a resizable buffer available for other work.
2022-06-07 19:20:03 +02:00
ocornut
64d6c30562 InputText: Fixed an undo-state corruption issue when editing buffer before reactivating item. (#4947) + Metrics: Added "InputText" section. 2022-06-07 15:34:21 +02:00
ocornut
74f02703e6 Misc comments + Demo: use IsItemVisible() when using direct ImDrawList calls. 2022-06-07 11:48:05 +02:00
Andrej Redeky
4789c7e485 Misc: Fix custom assertion macro failing to compile imgui.cpp (#5378) 2022-06-05 13:34:10 +02:00
ocornut
65c4c0a490 IO: Added SetAppAcceptingEvents() function (#4921, #4858) 2022-06-02 16:56:00 +02:00
JJCUBER
17b8c3b6ea Demo: Removed redundant window flag (#5367) 2022-06-02 14:32:43 +02:00
Warren Moore
7354009a73 Backends: Metal: Fixed null dereference inside command buffer completion handler. (#5363, #5365) 2022-06-01 00:40:22 +02:00
Rokas Kupstys
74f7ac04a1 Misc: Fix font compressor utility warnings. (#5359) 2022-05-31 14:25:40 +02:00
Rokas Kupstys
f58bd817e2 Tables: Fix drawcall merging of last column. (#4843, #4844)
Amend 83d22f4e
2022-05-31 14:22:23 +02:00
ocornut
7b5a8e4f2b Merge branch 'master' into docking (wanted for #4468, #3381, #2981, #4825, #4832, #5127)
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-05-30 15:26:12 +02:00
Quantum
e23c5edd5f Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) 2022-05-29 21:58:39 +02:00
ocornut
697ce2d67b InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion would lead to small garbage being displayed for one frame. (#3008)
Curiously very old, amend 83efdce and bdbb2b2. Using stb_ functions updated ->CurLenA without updating ->TextA, leading to `buf_display_end = buf_display + state->CurLenA;` in the display.
Since f3ab5e62 they are 1 case out of 4 which didn't apply back to ->TextA and this is essentially the one where we ensure appliance. Another solution would be to alter the lower display code, but applying to TextA makes things more consistent.
2022-05-25 18:39:00 +02:00
omar
5139fb7e18 Docs: Add index 2022-05-23 14:47:04 +02:00
ocornut
ae2fb557f3 Docs: Update templates with link to Contributing guidelines. Add numerical version number in demo. Moved. (#5337) 2022-05-23 14:43:04 +02:00
omar
814ecedd1e Docs: creates CONTRIBUTING.md (#5337)
Copied from issue #2261 with small rework + added "Copyright / Contributor License Agreement"
2022-05-23 14:25:31 +02:00
xiaozhuai, Weihang Ding
e5b2286ca8 Backends: OpenGL3: Fix apple TARGET_OS_* not defined warning. (#5321) 2022-05-23 12:56:15 +02:00
ocornut
ca222d30c8 Backends: OpenGL: Partially revert 1.86 change of using glBufferSubData(): now only done on Intel GPUs. (#4468, #3381, #2981, #4825, #4832, #5127)
Essentially reverts 389982eb for non-Intel GPUs + update imgui_impl_opengl3_loader.h
Amended once (force-pushed).
2022-05-23 12:47:40 +02:00
ocornut
7bf07d2526 Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse() and SetNextFrameWantCaptureKeyboard(). Added demo. (#5304, #4831, #4480, #533) 2022-05-23 11:22:46 +02:00
ocornut
cb56b0b238 Removed leftover KeepAliveID() call in GetIDWithSeed() variant. (#5181) + doc tweaks. 2022-05-23 10:51:01 +02:00
Rokas Kupstys
250333d895 Docking: Fix unhiding tab bar regression. (#5325, #5181)
Broken by 90386780
2022-05-19 16:59:39 +02:00
Rokas Kupstys
36055213c5 Docking: Fixed moving window being interrupted when undocing a window with "io.ConfigDockingAlwaysTabBar = true". (#5324)
Regression introduced in 6b7766817
2022-05-19 16:54:54 +02:00
ocornut
e346059eef IO: Fixed input queue trickling of mouse wheel events. (#4921, #4821) 2022-05-18 14:16:02 +02:00
ocornut
6b5a2426d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2022-05-17 11:59:32 +02:00
ocornut
60bea052a9 Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. (amends) 2022-05-13 18:06:24 +02:00
Rokas Kupstys
b7686a88e9 Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
This change partially reverts 9770c8b21d.
2022-05-13 18:03:18 +02:00
thedmd
507a87354b DrawList: Circles disappear when using a radius < 0.5f (#3491)
Amend 051ce0765e
2022-05-13 17:22:35 +02:00
ocornut
9e0517a134 DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491)
Amend 8ed34af6f8
2022-05-13 17:19:51 +02:00
omar
2fa60bec27 Examples: Apple+OpenGL: Fix build. 2022-05-09 11:30:52 +02:00
omar
693b4c57fe Backends: OSX: Implement ImGui_ImplOSX_ShowWindow(). (#5299) 2022-05-09 10:45:56 +02:00
ocornut
9779cc2fe2 Internals: shallow changes to simplify diff of upcoming commits. Should have no side-effect. 2022-05-06 14:20:01 +02:00
BttrDrgn
4db55f88e8 Changed FONT.md edit to blob (#5290)
Stop from opening the editor for freetype/README.md
2022-05-06 09:47:18 +02:00
rokups
d768b8c812 Backends: Metal: Align code more closely with other backends. OSX: Add missing return for mouse pos events.
'#if __has_feature(objc_arc)' was removed as callback gets required reference via ImGui_ImplMetal_GetBackendData() so that weakref is not really needed.
2022-05-04 16:40:35 +02:00
ocornut
55f8989392 Docs update, binaries link + Backend: Allegro: fix warning (#5281) 2022-05-04 15:16:05 +02:00
ocornut
6d27fecce1 Debug: added DebugTextEncoding() to help diagnose between text encoding issues and font loading issues. Simplified code + extracted DebugNodeFontGlyph().
Helper to diagnose issues such as #4866, #3558, #3436, #2233, #1880, #1780, #905, #832, #762, #726, #609, #565, #307)
2022-05-03 19:23:54 +02:00
Adrien LPN
e668890837 Debug: added encoding viewer in Metrics.
(reworked by omar from original/old commit)
2022-05-03 19:07:31 +02:00
ocornut
d666a1d473 Backends: OSX, Metal: Amend d111133, tidying up, remove unused, misc tweaks. . (#4821, #2778) 2022-05-03 18:14:10 +02:00
stuartcarnie
6868d11669 Backends: OSX, Metal: Added multi-viewports support. (#4821, #2778) 2022-05-03 18:14:07 +02:00
ocornut
414165d23f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	imgui.cpp
2022-05-03 14:40:17 +02:00
stuartcarnie
e66fc22057 Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API. Move event tracking (desktop only) to OSX backend. (#4821)
Fix using NSKeyUp (#5268).
2022-05-03 14:35:08 +02:00
ocornut
26f817807c Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254) 2022-05-03 12:51:51 +02:00
stuartcarnie
d58b8414b9 Backends: OSX, Metal: Tweaks. Use preferred method of obtaining a timestamp. (#4821)
+ Rename ImGuiFocusObserver. Docking branch will use it for more than focus.
2022-05-03 12:12:03 +02:00
ocornut
3e5dde9a26 Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276) 2022-05-02 16:45:27 +02:00
cpichard
709bc03d6f Backends: GLFW: fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX (#5260, #5261) 2022-04-30 15:34:40 +02:00
ocornut
314c7bd12f Internals: renamed ImGuiInputReadMode to ImGuiNavReadMode (internals) to avoid ambiguity with upcoming flags. + minor tweak 2022-04-28 17:29:47 +02:00
noisewuwei
e54db4ee70 Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with multiple contexts. (#5203, #5221, #4141)
# Conflicts:
#	docs/CHANGELOG.txt
2022-04-27 15:17:32 +02:00
ocornut
04689979b4 Examples: Emscripten+WebGPU: Fix for latest spec rename of WGPURenderPassColorAttachment::clearColor to ::clearValue (#3632) 2022-04-22 20:38:59 +02:00
Dima Koltun
ec48681455 Windows: Fixed first-time windows appearing in negative coordinates. (#5215, #3414)
Regression added in 6af92b05b
2022-04-22 20:26:40 +02:00
Dima Koltun
b5b704d376 Windows: Fixed first-time windows appearing in negative coordinates. (#5215, #3414)
Regression added in 6af92b05b
2022-04-22 20:24:44 +02:00
ocornut
8dd5425182 Merge branch 'master' into docking
# Conflicts:
#	docs/TODO.txt
2022-04-22 19:15:37 +02:00
ocornut
5b29d14783 Layout: Fixed mixing up SameLine() and SetCursorPos() together. SameLine() is a stateful.
+ minor unrelatedcomments.
2022-04-22 17:48:06 +02:00
ocornut
eda7792b15 Internals: swapped blocks in TextEx() to make it easier to step through common cases. Tweak demo. 2022-04-14 18:36:27 +02:00
ocornut
28b2089ee4 Internals: moved ItemSize() variant to inline + comment. + Tidying up todo list (#5191) 2022-04-13 21:48:21 +02:00
Andrea Palmatè
14ca75d4e7 Backends: SDL, OpenGL3: Small fixes for AmigaOS4. (#5190) + Allow redefining IM_COL32_XXX layout macros. (#5190, #767, #844) 2022-04-13 20:43:35 +02:00
ocornut
088487a3d4 Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189) 2022-04-13 12:34:13 +02:00
ocornut
fc203c7d76 Minor fix to sastisfy PVS-Studio warning. (amend, 3nd attempt: this is a false positive from PVS studio) 2022-04-12 15:29:56 +02:00
ocornut
6d15a506fa Internals: removed GetIDNoKeepAlive() now that it is the same as GetID(). (#5181)
Amend 9038678
2022-04-12 14:49:21 +02:00
ocornut
90386780e3 Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt()) from causing an assertion when closing the group. (#5181). 2022-04-12 14:44:57 +02:00
David Maas
937d073328 Updated comment about Edit.NavigateTo to Edit.GoToAll. (#5179)
This command was renamed in Visual Studio 2017.
2022-04-11 17:11:51 +02:00
ocornut
f7f30476d5 Added comments about requirement for bilinear filtering. (#5156, #3245) + Backends: SDL_Renderer: Explicitely call SDL_SetTextureScaleMode(). (#4927) 2022-04-07 14:28:08 +02:00
ocornut
505f19e3b0 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2022-04-05 17:55:53 +02:00
ocornut
2c03aac6d3 Renamed ImGuiKeyModFlags to ImGuiModFlags (Breaking but technically never advertised type) 2022-04-05 15:45:00 +02:00
ocornut
a472e8834b InputScalar: Automatically allow hexadecimal/scientific input when format is adequate. 2022-04-05 15:13:37 +02:00
ocornut
c521883be4 Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133)
InputScalar: Fixed manual input when using %03d style width in display format string.
(amended once)
2022-04-04 18:42:04 +02:00
ocornut
508c9aaf60 Sliders, Drags: Fixed using hexadecimal display format strings (pretty much never worked). (#5165, #3133)
Ditched unnecessary code. When transitioning from float in 3e8087458 we added an unnecessary path there, which evolved in c5fb92955.
2022-04-04 14:43:30 +02:00
ocornut
f5c5926fb9 Internals: remove obsolete variants of RenderArrow(), RenderBullet(), ImHash() + misc comments. 2022-03-29 15:43:47 +02:00
ocornut
88fbc31ee0 stb_truetype: fix a division by zero (unused chain of result, but triggering debuggers). (#5139, #5075)
Amend 0cff5ac (mislabeled as stb_textedit)
2022-03-29 14:23:30 +02:00
ocornut
2747a8ca40 Turned ImVec2 to const ref to RenderChar(), RenderText(), ColorButton(), PushClipRect(). for consistency. Comments about polygon filling winding order. 2022-03-29 12:13:31 +02:00
ocornut
0dec430707 Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window always lead to menu closure. 2022-03-28 12:33:58 +02:00
whale02
2d76b09d2e Backends: Metal: Conditional check, amend 7602277 (#5122, #5123)
Co-authored-by: Wvader <34067397+wvader@users.noreply.github.com>
2022-03-28 10:58:27 +02:00
ocornut
1ba2905017 Update README, quote, mission statement 2022-03-25 15:40:29 +01:00
ocornut
3587ee492b Viewports: store Viewport field in ImGuiWindow to facilitate using code accross branches + fix PVS warnings. 2022-03-25 15:40:20 +01:00
ocornut
dfbe938e54 InputText: Fixed pressing Tab emitting two tabs characters. (#2467, #1336)
Using Tab keys entirely now, ignoring Tab character. Technically affect who owns the repeat rate.
2022-03-24 12:04:49 +01:00
ocornut
16ddc1698d Fixed creating multiple-context (regression in 28ba54a). (#5135) 2022-03-24 11:01:46 +01:00
ocornut
377b864bb4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2022-03-23 17:21:34 +01:00
Rokas Kupstys
1ad8ad623e Backends: GLFW: Fixed keyboard modifiers events being reported incorrectly on Linux/X11. 2022-03-23 16:09:42 +01:00
cfillion
7d7bf993bb ImDrawList: Fix texture-based anti-aliasing with RGBA textures (#5132, #3245)
When using an Alpha8 font texture, GetTexDataAsRGBA32 converts 0x00 to transparent white.
When using a RGBA32 font texture, ImFontAtlasBuildRenderLinesTexData was writing transparent black.
2022-03-23 16:00:39 +01:00
thedmd
3c07879504 Backends: OSX: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) 2022-03-22 18:48:52 +01:00
ocornut
9b0c26b0b2 Backends: SDL: Fix more dragging issues. SDL_CaptureMouse() is essentially broken. (#5012, #5082)
master got c5f6721 which is combining f337378 and this commit.
2022-03-22 18:09:33 +01:00
Rokas Kupstys
c5f67218bf Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (v2 for master, using bd->MouseButtonsDown == 0) (#5012, #5082)
# Conflicts:
#	backends/imgui_impl_sdl.cpp
#	docs/CHANGELOG.txt
2022-03-22 18:08:39 +01:00
Wvader
7602277c86 Backends: Metal: Remove weak ref (#5122, #5123) 2022-03-22 17:24:51 +01:00
Sergiu Giurgiu
31e77eacdb Backends: SDL: Add extra mouse buttons handling (#5125) 2022-03-22 16:59:46 +01:00
ocornut
6fae29679a Examples: Emscripten: Fix build. (#3632) 2022-03-15 18:36:41 +07:00
ocornut
28ba54a32a Internals: add AddSettingsHandler(), RemoveSettingsHandler(). 2022-03-14 10:23:30 +07:00
ocornut
fd06ed833b Misc: tweaks + fix warnings on backends withtout -wno-memaccess (#4995, #5104) 2022-03-13 17:57:32 +07:00
ocornut
0cff5ac5a1 Updated stb_textedit.h from 1.20 to 1.26 (many fixes). (#5075) 2022-03-13 17:57:32 +07:00
ocornut
de451d4474 Updated stb_textedit.h from 1.13 to 1.14. (#5075)
(Our pageup/pagedown PR was merged, so this is essentially a no-op)
2022-03-13 13:23:03 +07:00
ocornut
279db55840 Updated stb_rect_pack.h from 1.00 to 1.01. (#5075)
(our STBRP__CDECL change was merged)
2022-03-13 13:23:00 +07:00
jakubtomsu
3deb92c2c5 Add IMGUI_STB_SPRINTF_FILENAME to support custom stb_printf.h include path (#5068, #2954) 2022-03-13 12:52:30 +07:00
ocornut
0f14933577 Tables: Fixed incorrect border height used for logic when resizing one of several synchronized instance of a same table ID, when instances have a different height. (#3955, #3565) 2022-03-01 18:47:03 +01:00
Rokas Kupstys
6315716f23 Backends: Glut: Fix comparison operator precedence. 2022-03-01 15:20:40 +01:00
ocornut
1e18da5c38 Backends, Examples: Add comments about using WndProc handler and WantCaptureXXX flags. (#5061)
+ update README.
2022-02-28 20:51:50 +01:00
ocornut
54fb051e52 ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label. 2022-02-28 16:12:43 +01:00
Rokas Kupstys
f337378066 Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (#5012) 2022-02-28 11:10:39 +01:00
ocornut
8639a2f9f8 Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057) 2022-02-25 16:41:40 +01:00
ocornut
64519c6875 Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (#5044) 2022-02-22 16:21:10 +01:00
ocornut
7b0d58c5e5 Merge branch 'master' into docking 2022-02-22 14:57:17 +01:00
ocornut
fa2b318dd6 IO: Fixed input queue trickling of interleaved keys/chars events when InputText() is not active. (#4921, #4858) 2022-02-22 14:36:27 +01:00
ocornut
5659db5529 IO: Fixed backward-compatibility accesses to io.KeysDown[]. (#4921, #4858)
+ Snuck in unrelated comments and removed the "fill once" comment (#5043)
2022-02-21 21:31:01 +01:00
Jan Sikorski
a61ca097a7 Backends: OSX: Fix typo in scrolling event handler. (#5036) 2022-02-19 18:57:41 +01:00
ocornut
dca527be1b Clipper: Assert on extraneous calls to Step(). (#4822) + Demo tweak. 2022-02-18 18:40:43 +01:00
ocornut
9948535118 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2022-02-17 18:47:43 +01:00
ocornut
29d462ebce Set HoveredID even when g.NavDisableMouseHover is set by gamepad/keyboard navigation. This will facilitate the use of future InputOwner API based on HoveredID/ActiveID.
Note that this widen the small gap between polling g.HoveredID and using IsItemHovered() the later does various filtering.
Added IsItemHovered(ImGuiHoveredFlags_NoNavOverride) to disable that specific state redirect/filter.
Side-effect: fix EndGroup() use of combining HoveredId values when gamepad/keyboard nav is active. Unlikely to have user-visible side effect since IsItemHovered() would have filtered out anyway.
Side-effect: fix IsAnyItemHovered() when gamepad/keyboard is active (but this wasn't the primary intent of this change).
Side-effect: fix using SetItemUsingMouseWheel() while hovering an item and gamepad/keyboard is active. (#2891)
2022-02-17 18:39:03 +01:00
ocornut
421e73e6db Fix an assert in metrics. 2022-02-17 15:36:00 +01:00
ocornut
d9e60d29e1 Clipper: Fixed a regresssion when not calling End() + calling End() twice as well. (#4822) 2022-02-17 11:09:06 +01:00
thedmd
5c8f8d0311 ImVector: Fixed erase() with empty range. (#5009) amend/fix b6b8f66
Actual change was missing in b6b8f66
2022-02-16 20:08:58 +01:00
ocornut
2dfa71fad5 Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate. Using KeyModAlt. Removed KeyModsPrev. 2022-02-16 20:08:58 +01:00
Konstantin Podsvirov
7ff41a78f9 Fonts: binary_to_compressed_c.cpp gained -nostatic option (#5021)
This allow to use added variables in other source files via extern declaration.
2022-02-16 17:02:33 +01:00
ocornut
8d3906365d CI: Fixes for OSX + explicitely request C++11. 2022-02-15 17:25:11 +01:00
thedmd
b6b8f6634e ImVector: Fixed erase() with empty range. (#5009) 2022-02-15 11:16:08 +01:00
ocornut
5854da10e6 Declare other structures as constexpr (#4995) + rename ImGuiInputEventType_Char to ImGuiInputEventType_Text for consistency with event structure. 2022-02-11 12:29:55 +01:00
Jeff Mears
71f98dd056 Declare ImVec2 and ImVec4 constructors as constexpr (#4995) 2022-02-11 12:27:27 +01:00
ocornut
1e14cc5cae Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize when multi-viewports are disabled. (#4900) 2022-02-10 18:50:28 +01:00
Borislav Stanimirov
955aacfbc5 GCC: Disable deprecated-enum-enum-conversion for gcc as well (#4997) 2022-02-09 09:47:11 +01:00
thedmd
4691fa0ed5 ImDrawList: PthArcTo: Add small tolerance when comparing angles (#4993) 2022-02-08 17:37:45 +01:00
ocornut
aa79d0cd2f Stack Tool: Added option to copy item path to clipboard. (#4631) 2022-02-08 16:36:54 +01:00
ocornut
88de982071 Version 1.88 WIP 2022-02-08 14:45:26 +01:00
ocornut
aa86800092 Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. (Merged from master+ rework for docking)
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2022-02-08 12:29:44 +01:00
ocornut
97b1abd6dd Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. 2022-02-08 12:22:46 +01:00
ocornut
1ee252772a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-02-07 18:20:10 +01:00
ocornut
c71a50deb5 Version 1.87 2022-02-07 18:16:54 +01:00
ocornut
033538731c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
2022-02-07 16:18:19 +01:00
ocornut
e52bb147a7 Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks(). (#4981) 2022-02-07 16:11:05 +01:00
ocornut
732bc2058e Backends: GLFW: Handle spurious leave/enter sequences apparently submitted by X11/GLFW combo. (#4984) 2022-02-07 15:59:49 +01:00
Rokas Kupstys
40fd163a3b Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems.
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2022-02-07 12:26:19 +01:00
ocornut
2554b512c0 Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui. 2022-02-07 11:55:24 +01:00
Clownacy
c6cab1f352 Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. (#4927)
This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL.
The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing.
I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL.
It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
2022-02-04 16:51:29 +01:00
Clownacy
c39192ba64 Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927)
SDL_PIXELFORMAT_RGBA32 is intended for byte arrays where the channels
are specifically in the RGBA order. However, this is not what
GetTexDataAsRGBA32 does: rather, it constructs an array where each
pixel is an unsigned int in ABGR order. On little-endian platforms,
this does indeed result in an RGBA byte order, however, on big-endian
platforms, this results in an ABGR byte order, which does not match
the PIXELFORMAT enum.

What should be used is the SDL_PIXELFORMAT_ABGR8888 enum, which
specifies that the pixels are in native-endian ABGR, which they are.
2022-02-04 16:43:05 +01:00
ocornut
31762a8173 Docking: fixed potential crash if a passthrough dock node is submitted without a child intermediate (currently not possible via API) 2022-02-03 12:04:11 +01:00
ocornut
5017602752 Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works under Linux. (#4960) + Reword tests to help static analysis. 2022-02-03 11:52:03 +01:00
ocornut
37958ca1b5 Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
Could merge on master.
2022-02-03 00:19:31 +01:00
ocornut
8eb8689391 Docking: Tabs use their own identifier (in order to make window->ID refer to whole window in test engine). Also prevents Tab ID from clashing with "" which was common. 2022-02-02 23:23:13 +01:00
ocornut
c1ab3c406f Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows). 2022-02-02 23:10:14 +01:00
ocornut
d378e4088f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2022-02-01 15:46:42 +01:00
ocornut
43177324c0 Backends: GLFW: Fixed miss untranslation of keypad keys. (#4921, #452) 2022-02-01 15:29:10 +01:00
ocornut
6f73dbea80 TestEngine: submit window data to item system. 2022-02-01 15:20:32 +01:00
ocornut
35e197f413 TestEngine: fixed InvisibleButton() and ArrowButton() not calling the info macro. 2022-02-01 11:52:38 +01:00
rokups
551ab84c2d Backends: OSX: Fix building with old Xcode versions.
Builds have failed on Xcode versions that do not yet support `@available` or do not have new APIs (that are unavailable on target OS version) defined at all. Using true build time version checks fixes these issues.
2022-01-31 14:41:56 +01:00
Clownacy
422902dbda Correct typos (#4954, #4955), use IM_STATIC_ASSERT now that old pre-C++11 macro has been obsoleted. 2022-01-31 11:58:33 +01:00
ocornut
08350e53e7 Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (#4960) 2022-01-31 11:47:44 +01:00
ocornut
64d910ad37 Removed IMGUI_API from inline templated classes. (#4962) 2022-01-29 18:10:36 +01:00
ocornut
27004aca70 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
# Conflicts:
#	imgui.cpp
2022-01-28 15:53:41 +01:00
ocornut
49e38a5b32 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65) 2022-01-28 15:53:09 +01:00
ocornut
d5f0d45ae4 Merge branch 'master' into docking + remove two _PopUnusedDrawCmd() from docking branch, following 718daa1
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2022-01-27 17:50:31 +01:00
ocornut
9def2b04d7 IO: Added simple (incomplete) filter for duplicates to reduce data spam. (#4921, #4858) 2022-01-27 17:46:48 +01:00
thedmd
5429f0f6b5 Backends: OSX, Android: Replaced AddKeyModsEvent() added by 790132a in favor of unified key enum system. (#4921, #4858) 2022-01-27 17:46:48 +01:00
ocornut
c906c65cac (BREAKING) Replaced AddKeyModsEvent() added by 790132a in favor of unified key enum system. Backends: update most. (#4921, #4858)
Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
2022-01-27 17:46:48 +01:00
ocornut
718daa153d Rendering: defer responsability of calling _PopUnusedDrawCmd() later so RenderDimmedBackgrounds()/RenderMouseCursor() don't need to deal with the side-effects (#4857, #4317) 2022-01-27 16:59:24 +01:00
ocornut
075f4ac661 Don't merge ImDrawCmd which have had their IdxOffset changed to not be sequential. Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
This is bit of a weird edge case adding weight to ImDrawCmd merging, if we could rework the mess in RenderDimmedBackgroundBehindWindow() we may be able to undo some of that.
2022-01-26 15:53:18 +01:00
ocornut
8555335935 Shallow alignment of ImGuiKey stuff + moving some in internals. Internals: add offset to ImBitArray<>, simpify ActiveIdUsingKeyInputMask. 2022-01-25 18:11:34 +01:00
ocornut
f1a073186c Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) 2022-01-25 17:28:43 +01:00
ocornut
08f3aa8972 Popups: Fix b17b2fb (#4936) 2022-01-24 14:14:34 +01:00
ocornut
4caf1e9b59 Backends: GLFW: fix ImGui_ImplGlfw_TranslateUntranslatedKey() for grave accents. (#456, #2625) + fix preceeding commit.
Amend 100ede57 + amend b17b2fb
2022-01-24 13:49:57 +01:00
ocornut
b17b2fb732 Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
Passing explicit ImGuiPopupFlags_MouseButtonRight to OpenPopupOnItemClick() calls somehow document the unusual (due to legacy) default value.
2022-01-24 13:24:54 +01:00
ocornut
cda3db1449 Backends: SDL: Fixed key mapping for ImGuiKey_Menu (#4921) + misc typos (#4928) 2022-01-24 12:19:51 +01:00
sergeyn
dd6a44abb1 Fix compiler warning for Intel compiler (#4934) 2022-01-24 12:09:02 +01:00
Clownacy
4fb0c1f963 Correct some typos in FAQ.md (#4924) 2022-01-22 00:03:09 +01:00
ocornut
cff0342454 Internals: moved lines into a Inputs section. 2022-01-21 17:49:04 +01:00
thedmd
c2db4c2462 Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. 2022-01-21 15:25:23 +01:00
ocornut
69b697378b Comments, tweaks. 2022-01-21 14:50:31 +01:00
ocornut
26e59c8742 Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365) 2022-01-21 14:41:34 +01:00
ocornut
3e0d6ec895 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2022-01-21 12:39:15 +01:00
ocornut
62d6be3747 IO: Removed ImGuiInputSource from public api for now, unnecessary. (#4858, #787) 2022-01-20 17:39:25 +01:00
thedmd
5ea47d9560 Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 2022-01-20 17:25:49 +01:00
ocornut
39c3412f91 Backends: SDL: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 2022-01-20 17:25:31 +01:00
ocornut
3d85433748 Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 2022-01-20 17:25:15 +01:00
ocornut
9f8c599ca7 Backends: Win32: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 2022-01-20 17:25:04 +01:00
ocornut
f33bb99821 IO: added AddKeyAnalogEvent() and support for ImGuiKey_GamepadXXXX. (#4858, #787) 2022-01-20 17:24:52 +01:00
ocornut
6e63fcaca3 Backends: Vulkan: Amends, fix miscast on 32-bit systems with the right ImTextureID=ImU64. (#914) 2022-01-20 16:56:29 +01:00
ocornut
ceb26bac48 Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, amends. (#914) 2022-01-20 15:53:28 +01:00
Marcell Kiss
29f104319e Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) 2022-01-20 15:53:11 +01:00
Rokas Kupstys
19471da3fd Popups: Fix a crash when a new window is created after a modal on the same frame. (#4920) 2022-01-20 15:03:56 +01:00
ocornut
7ad42ff431 IO: renamed io.ConfigInputEventQueue to io.ConfigInputTrickleEventQueue. (#4858) 2022-01-19 18:45:57 +01:00
ocornut
26d04c948f Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918). 2022-01-19 18:03:36 +01:00
ocornut
97b1ffcb3b IO: Reorder enums, compact a little in header. Removed const from internal GetKeyData(). 2022-01-19 15:42:27 +01:00
ocornut
91ae56af45 Removed support for legacy arithmetic operators (+*/) when inputing text into a slider/drag. (#4917, #3184) 2022-01-19 15:10:42 +01:00
ocornut
673f5e588d IO: moved fields to put more focus on the new functions + update misc docs/references + update main.mm in Apple+Metal example (#4858) 2022-01-18 17:41:35 +01:00
ocornut
e278277d53 IO: added AddMouseViewportEvent() + used in backends. 2022-01-18 17:24:59 +01:00
ocornut
1338eb31f7 Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (#1542, #4665) 2022-01-18 17:01:55 +01:00
ocornut
007a427e0a Viewports: Fixed active InputText() from preventing viewports to merge. (#4212) 2022-01-18 16:04:25 +01:00
ocornut
8567a4cca3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2022-01-17 18:19:20 +01:00
ocornut
90a6961638 IO: apply same flooring as UpdateMouseInputs() in dupe event processing. (#4858) + provision for test engine. 2022-01-17 18:10:51 +01:00
ocornut
7374b96f5c IO: Added input queue. (#4858, #2787, #1992, #3383, #2525, #1320) 2022-01-17 17:36:55 +01:00
thedmd
b8e56dce83 IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. (#4858) (input queue code will be next commit)
Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787, #1992, #3383, #2525, #1320)
2022-01-17 17:35:37 +01:00
ocornut
b6582a471a Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759) 2022-01-17 16:22:32 +01:00
ocornut
92c4ff1c2f Rename ImGuiKey_LeftControl to ImGuiKey_LeftCtrl, ImGuiKey_RightControl to ImGuiKey_RightCtrl + made key order match mods order. (#4858) 2022-01-17 15:42:04 +01:00
ocornut
0755767440 Backends: move io.AddKeyModsEvent() next to io.AddKeyEvent() submission, rely on mods from platform/source. (#4858) + fix #2622 again broken by 746c9f7
Amended to submit modifiers before.
2022-01-17 15:21:17 +01:00
ocornut
eb823655af Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
Build all
2022-01-17 11:54:11 +01:00
Adheesh Trivedi
f84c93d834 Update BACKENDS.md (#4909) 2022-01-16 18:16:39 +01:00
RandomErrorMessage
45c4365ec3 Backends: GLFW: glfwGetKeyName is not implemented in emscripten (#4907, #4858) 2022-01-14 11:54:35 +01:00
ocornut
6188e94108 Examples: Vulkan: fill Subpass and MSAASamples to increase discoverability (#4886) + IO docs update (#4858)
https://github.com/mosra/magnum-integration/pull/89
2022-01-14 11:51:59 +01:00
ocornut
ec1e57ed4a Merge "Backends: SDL: Fix for Emscriptem. Amend 98ce013." + Fix bad merge from master of "is_app_focused" property (Amend 0647ba3) 2022-01-13 18:55:58 +01:00
ocornut
553b04883e Backends: SDL: Fix for Emscriptem. Amend 98ce013. 2022-01-13 18:52:19 +01:00
ocornut
e51a0a80ca IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (#4905, #4858) 2022-01-13 18:43:58 +01:00
ocornut
9551635684 IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (#4905, #4858) 2022-01-13 18:42:18 +01:00
ocornut
0647ba3bad Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2022-01-13 18:36:23 +01:00
ocornut
200a8f1ea2 Backends: GLFW: Update mouse inputs using glfwSetCursorPosCallback() (breaking) + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
+ Allegro5 remove unnecessary clear.
2022-01-12 17:48:47 +01:00
ocornut
98ce013242 Backends: SDL: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons. 2022-01-12 17:48:47 +01:00
ocornut
bf4de2a46b Backends: Win32: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before Key Modifiers. 2022-01-12 17:48:46 +01:00
ocornut
7f8a89c25c Backends: Win32, SDL: maintain MouseButtonsDown instead of using IsAnyMouseDown(). Internals: added GetInputSourceName(). 2022-01-12 16:12:10 +01:00
Liu Liu
457d4b7b72 Backends: OSX: Adedd basic IME support for macOS. (#3108, #2598) 2022-01-12 14:37:05 +01:00
ocornut
290c51735e Fixed warning in ImFloorSigned(). (#4889) 2022-01-12 14:18:34 +01:00
Théo Monnom
0818a42396 Backend: WebGPU: Fixed incorrect size parameters in WGPU backend (#4891)
+ squash SDL alignment bits.
2022-01-12 14:16:55 +01:00
Bertie Wheen
96186a93b9 Typo correction in imgui_demo.cpp (#4892) 2022-01-12 14:12:25 +01:00
ocornut
956e03009a Backends: OSX: Build fIx. Made GetKeyName() input tolerant. Internals: added GetNavInputName(). 2022-01-11 18:48:16 +01:00
ocornut
acfc7798fd Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. (#2625, #4858)
Amend 790132a (breaking)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2022-01-10 17:01:07 +01:00
ocornut
e8172fdfbc Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. (#2625, #4858)
Amend 790132a (breaking)
2022-01-10 17:00:32 +01:00
ocornut
9ce0f35ef3 Backends: OSX: Fixed typo. 2022-01-10 15:48:12 +01:00
ocornut
b2e2cc44c2 Backends: OSX: Fixed typo. 2022-01-10 15:47:37 +01:00
ocornut
ef681e7019 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_sdl.h
#	backends/imgui_impl_win32.cpp
#	backends/imgui_impl_win32.h
#	imgui.cpp
2022-01-10 15:24:21 +01:00
ocornut
790132a672 Added io.AddKeyModEvent() and updated backends accordingly. (#2625, #4858) 2022-01-10 15:17:00 +01:00
thedmd
1797135db5 Backends: Android: Update to use io.AddEventKey() will full key map (#2625, #4858) 2022-01-10 15:15:24 +01:00
thedmd
ee436aa803 Backends: OSX: Update to use io.AddEventKey() will full key map (#2625, #1873, #4858) 2022-01-10 15:14:52 +01:00
thedmd
da1864d79e Backends: GLUT: Update to use io.AddEventKey() will full key map (#2625, #4858) 2022-01-10 15:14:01 +01:00
thedmd
1bfe4a75be Backends: Allegro5: Update to use io.AddEventKey() will full key map (#2625, #4858) 2022-01-10 15:13:36 +01:00
thedmd
fe646ea591 Backends: SDL2: Update to use io.AddEventKey() will full key map (#2625, #4858) + created localized key (using keycode instead of scancode) (#456)
Legacy indexing stills uses Scancode
2022-01-10 15:12:58 +01:00
thedmd
ecd212c01d Backends: GLFW: Update to use io.AddEventKey() will full key map (#2625, #4858) 2022-01-10 15:12:23 +01:00
thedmd
746c9f76e4 Backends: Win32: Update to use io.AddEventKey() will full key map (#2625, #4858) 2022-01-10 15:11:54 +01:00
ocornut
bf08c13e9b Inputs: Extra Keys / AddKeyEvent(): bidirectional mapping, basic CI, simplify backends, asserts on misuses, tested backward compat. (#2625, #4858, #2787)
(edit: simplified backends merged into previous commits to make history clearer)
2022-01-10 15:09:56 +01:00
thedmd
3b66929301 Inputs: Extra Keys / AddKeyEvent(): Added ImGuiKey values, io.AddKeyEvent(), GetKeyName(), IMGUI_DISABLE_OBSOLETE_KEYIO. Obsoleted GetKeyIndex(), io.KeyMap[], io.KeysDown[]. (#2625, #4858, #2787) 2022-01-10 15:09:56 +01:00
ocornut
afffcd5810 Inputs: rename ImGuiKey_KeyPadEnter > ImGuiKey_KeypadEnter (#2625) 2022-01-06 14:25:56 +01:00
ocornut
100ede5764 Backends: GLFW: Fix CTRL+A, CTRL+Y, CTRL+Z to match keyboard layout. Converting GLFW untranslated keycodes back to translated keycodes. (#456, #2625) 2022-01-05 16:57:50 +01:00
ocornut
4d023bd7fe Fix for using IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2022-01-05 14:55:17 +01:00
ocornut
704ab1114a Merge branch 'master' into docking. Remove Platform_SetImeInputPos. Remove backend-side IME implementation. Rrevert removal of MouseDragMaxDistanceAbs in 206b9ea. (#2589, #3113)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2022-01-05 14:30:20 +01:00
Liu Liu
de36ff043e Platform IME: add ImGuiPlatformImeData::InputLineHeight (unused by win32). (#3113) 2022-01-05 13:47:21 +01:00
actboy168
29a8ee0826 Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME when not used. (#2589) 2022-01-05 13:47:21 +01:00
ocornut
1cbfe93520 Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window. 2022-01-05 13:47:21 +01:00
ocornut
2706c9d66e Platform IME: reworked internals to simplify adding new features. 2022-01-05 13:47:20 +01:00
ocornut
3a90dc3893 Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API.
Ref #2589, #2598, #3108, #3113, #3653, #4642
2022-01-05 13:47:20 +01:00
ocornut
04bc0b0bb8 Fix IdxBuffer related comments. (#4845, #4863) 2022-01-05 12:20:33 +01:00
ocornut
28eabcb099 Internals: refactor: mouse input functions into their own section. 2022-01-04 14:53:36 +01:00
ocornut
206b9ead8f IO: removed unused MouseDragMaxDistanceAbs(). Using a shortcut variable in UpdateMouseInputs(). 2022-01-04 13:01:30 +01:00
ocornut
c5a3cae83a Reordered some IO fields. Misc comments. Removed beta marker from tables comments. 2022-01-04 13:01:30 +01:00
ocornut
efa50f72a7 Backends: Metal: Ignore ImDrawCmd where ElemCount == 0. (#4857) 2022-01-03 22:14:19 +01:00
ocornut
afb1180d7d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2022-01-03 21:52:31 +01:00
ocornut
b0a6cd6305 Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, (#4857)
(2nd amend)
2022-01-03 21:45:20 +01:00
ocornut
2402958aec Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
2022-01-03 16:37:33 +01:00
ocornut
92d7869fc7 Happy new year! 2022-01-03 16:27:51 +01:00
Jonathan Hoffstadt
83d22f4e48 Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback().(#4843, #4844) 2021-12-30 22:03:52 +01:00
ocornut
9c8f288d1a Viewports: Fixed a CTRL+TAB crash with viewports enabled (#4023, #787) (amend 1dc3af3, 23ef6c1, 657073a)
+ Expose FindHoveredViewportFromPlatformWindowStack() in imgui_internal.h
2021-12-30 21:46:09 +01:00
ocornut
2aa9959553 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2021-12-30 21:42:19 +01:00
luigifcruz
41e39ea6e1 Backends: Metal: Add Metal C++ bindings support. (#4824, #4746) 2021-12-30 15:04:03 +01:00
ocornut
dbeea7220f Backends: Silence overzealous warnings. (#4834) Add comments about SetDragDropPayload() return value. (#4835) 2021-12-29 12:44:12 +01:00
ocornut
89a28209e8 Version 1.87 WIP + Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init, added in 1.86 (#4468, #4830) 2021-12-26 20:02:02 +01:00
ocornut
980deb4c9e Add missing include guard to avoid declaring ImFontAtlasGetBuilderForStbTruetype() function.
https://github.com/cimgui/cimgui/issues/193
https://github.com/imgui-rs/imgui-rs/pull/582
2021-12-26 19:51:10 +01:00
ocornut
15b4a064f9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	examples/example_marmalade/main.cpp
#	imgui.cpp
#	imgui.h
2021-12-22 16:02:04 +01:00
ocornut
512c54bbc0 Version 1.86 2021-12-22 15:31:13 +01:00
ocornut
612b787b0d Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
+ Stack tool default size.
2021-12-21 15:05:10 +01:00
Sean Ridenour
4bad852a78 Backends: SDL_Renderer: Handle change to SDL_RenderGeometryRaw() function signature in SDL 2.0.19 (#4819) 2021-12-21 14:32:41 +01:00
ocornut
0636f9adac InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) 2021-12-20 19:45:58 +01:00
ocornut
d9bc1e44af Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. (#368, #375) 2021-12-20 19:29:41 +01:00
thedmd
0cdc4a9565 Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625)
Technically not much required yet but will be by extra-keys work. fix miscleared GLFW field for consistency (no effect)
2021-12-16 18:16:35 +01:00
ocornut
4a43dcb940 Internals: reduced side-effects of setting window->HiddenFramesForRenderOnly > 0 2021-12-15 16:05:15 +01:00
ocornut
06d5f9297d Internals: reduced side-effects of setting window->HiddenFramesForRenderOnly > 0 2021-12-15 16:03:20 +01:00
ocornut
248ed1b01d Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking. (#3496, #4797) 2021-12-15 14:28:10 +01:00
ocornut
1c4066cd9e Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking. (#3496, #4797) 2021-12-15 14:27:56 +01:00
ocornut
cd36acc88b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	imgui.cpp
2021-12-15 12:10:03 +01:00
ocornut
389982eb5a Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.. (#4468, #4504, #2981, #3381) 2021-12-15 11:50:00 +01:00
ocornut
48f263336b Menus: fixed closing a menu inside a popup/modal. Fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797)
Fixed sub-menu items inside a popups from closing the popup (debatable).
2021-12-14 16:54:23 +01:00
ocornut
a528398c77 Internals: support for varying _ChildWindow flag for menu windows. (#3496, #4797) 2021-12-14 16:19:43 +01:00
ocornut
11638fdf7d Menus: reuse more menu windows when stacked over popups.
This is actually mostly aimed at ensuring the _ChildWindow flag on menu window doesn't vary as this would cause issues with our current g.WindowsFocusOrder[] scheme
2021-12-13 19:35:16 +01:00
Rokas Kupstys
0e8c199e87 CI: Use regex to fix vcxproj platform and toolset versions. (#3249) Remove Discord integration. 2021-12-13 14:58:23 +01:00
ocornut
d7350668d1 Fix OSX warnings + Examples/Apple+GL2 calls super reshape. (#4759, #1873) 2021-12-13 12:31:15 +01:00
Stuart Carnie
1b6b8602c1 Backends: OSX: Fix keyboard support. Handle scroll cancel. Don't set mouse cursor shape unconditionally. (#4759, #4253, #1873)
Note the original FIXME: refered to GLFWs Cocoa implementation, which is largely what this commit provides.
2021-12-13 11:56:43 +01:00
SlavicPotato
f71ee5203e Fix infinite loop in ImFontGlyphRangesBuilder::AddRanges if the user passes upper range = UINT16_MAX without IMGUI_USE_WCHAR32. (#4802) 2021-12-13 11:35:59 +01:00
Stuart Carnie
b720f1f03c Backends: OSX: Add Game Controller support. (#4759) 2021-12-13 11:25:59 +01:00
xndcn
8a9fe26866 Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) 2021-12-10 18:58:41 +01:00
ocornut
747f7fdbba Docking: prevent docking any window created above a popup/modal. (#4317) 2021-12-09 16:47:11 +01:00
ocornut
f605351307 Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. (#1414, #2562, #2807, #4008, #4158, #4375, #4548, #4657, #4796)
#4158, #4375, #4548, #4657, #4796)
2021-12-09 15:38:44 +01:00
ocornut
c801799218 Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. (#1414, #2562, #2807, #4008, #4158, #4375, #4548, #4657, #4796)
#4158, #4375, #4548, #4657, #4796)
2021-12-09 15:35:02 +01:00
ocornut
a8e1dde357 Fix static analyser, update readme. 2021-12-09 15:17:58 +01:00
ocornut
e31d116d37 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	imgui.cpp
#	imgui_internal.h
2021-12-09 11:52:23 +01:00
ocornut
e03383d088 Fixes for tooltip over modals leading to incorrect modal dimming. (#4729)
Amend 23ef6c1. Should rework tooltip to be in a consistent position in g.Windows[]
2021-12-09 11:50:38 +01:00
ocornut
bdd2a94315 InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794) 2021-12-09 11:30:42 +01:00
ocornut
072caa4a90 InputText: fixed incorrect padding when FrameBorder > 0. (#4794, #3781) 2021-12-09 11:25:58 +01:00
ocornut
270d4d0855 Nav, Docking: Fix crash on dimming docked window and DockSpaceOverViewport() with PassthruCentralNode.
(amend 1dc3af3, 23ef6c1, 657073a)

# Conflicts:
#	imgui.cpp
2021-12-08 17:07:07 +01:00
ocornut
0647cf434c Nav, Docking: Fix crash on dimming docked window and DockSpaceOverViewport() with PassthruCentralNode.
(amend 1dc3af3, 23ef6c1, 657073a)
2021-12-08 17:05:31 +01:00
ocornut
a19815dc6b Backends: Allegro5: Fixed mishandling of the ImDrawCmd::IdxOffset field. (#4790) 2021-12-08 16:34:57 +01:00
ocornut
c80e8b964c Backends: OpenGL2, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field. (#4790) 2021-12-08 16:26:52 +01:00
Rokas Kupstys
b38af0f522 Popups: Fix popups being closed by newly appearing windows. (#4317)
* Popups/modals now remain open when new windows are created from within popup/modal begin stack.
* Modals are not closed when new window appears behind active modal.
Tested by "window_popup_interruptions"
2021-12-07 15:52:13 +01:00
ocornut
fc198fe1db Nav, Docking: Fix dimming on docked windows. 2021-12-06 19:50:42 +01:00
ocornut
c1b70e0391 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-12-06 19:17:03 +01:00
ocornut
657073a650 Nav, Docking: fix dimming crash with accessing zero-cmd ImDrawList (amend 1dc3af3, 23ef6c1)
# Conflicts:
#	imgui.cpp
2021-12-06 19:16:14 +01:00
ocornut
20e040c858 Clipper, Tables: remove table specific code path should now be ok (added assert). 2021-12-06 17:17:43 +01:00
ocornut
926addbfe2 Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
+ Bonus rather unorthodox coding style.
2021-12-06 17:17:43 +01:00
ocornut
027a7ba3eb Clipper: use line size instead of cursor comparaison when range are large. (#3609, #3962 + https://github.com/ocornut/imgui_club/issues/20) 2021-12-06 17:17:43 +01:00
ocornut
a76bc52da5 Window, Clipper: store initial precision loss and apply in clipper. (#3609, #3962 + https://github.com/ocornut/imgui_club/issues/20) 2021-12-06 16:19:47 +01:00
ocornut
6e141a9cae Internals: made ScrollbarEx() use ImS64 to facilitate use with larger ranges (not fully tested) + clipper tweaks (#3609, #3962 + https://github.com/ocornut/imgui_club/issues/20)
This does NOT fix all problems with large ranges and floating point precision, it merely attenuate them.
2021-12-06 12:09:38 +01:00
ocornut
eea836135a InputText: fix buffer modifications in callbacks while using resize callback (#4784)
Regressed by 5ac25e7c7 (#4762)
2021-12-05 19:03:40 +01:00
ocornut
aa41f16589 Separator: fixed cover all columns while called inside a table. (#4787, #205) 2021-12-05 18:47:28 +01:00
ocornut
06e4f4e370 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui.h
2021-12-03 19:24:42 +01:00
ocornut
23ef6c149e Reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame (backported 1dc3af3 from docking) 2021-12-03 19:21:39 +01:00
ocornut
1dc3af381a Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame, which will simplify things for an upcoming commit.
(Will backport some of this back to master now.)
2021-12-03 19:18:57 +01:00
ocornut
da3a36eefd Backport from docking branch: minor stuff.
Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
2021-12-03 19:11:58 +01:00
ocornut
c122c0ef89 Docking: Amend b16f738 fixed dimming of docked window + removed thin highlight around windows (never worked on docked window, not viewports friendly, hard to move to EndFrame) (#2700, #2539, #2522) 2021-12-03 16:15:06 +01:00
ocornut
b16f738d04 Docking: docked windows honor ImGuiCol_WindowBg. Host window in charge of rendering seams. (#2700, #2539 + Docked windows honor display their border properly. (#2522)
Plus: better support for transparent one in nodes
Side effects: DockContextBindNodeToWindow doesn't alter node->IsVisible.
Side effects: ImDrawList:: _ResetForNewFrame() needs to merge, sane (in case of
(Amended, force-pushed)
2021-12-03 14:46:34 +01:00
ocornut
78c6435dbb Inputs: (breaking wip) removed IsMouseTripleClicked() added recently (during 1.86 WIP), replaced with GetMouseClickedCount(). (#3229) 2021-12-03 12:38:58 +01:00
Rokas Kupstys
5c388c39f4 Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in this backend. (#3926) 2021-12-03 12:28:03 +01:00
ocornut
bf80204e63 Docking: internals: extracted rounding corner calculation into reusable CalcRoundingFlagsForRectInRect() function. 2021-12-02 20:22:03 +01:00
ocornut
8733ca49b0 Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
Fix 718e15c7d while preserving its intended property. Tested by "docking_window_appearing_layout". (#2109)
2021-12-02 18:46:42 +01:00
ocornut
6afcfe3442 Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree. 2021-12-01 18:27:05 +01:00
ocornut
848d21b6b5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui_widgets.cpp
2021-12-01 15:37:40 +01:00
ocornut
5b1a70aa2d Fixed RenderRectFilledWithHole() (used by docking) + added dummy EndFrameDrawDimmedBackgrounds() stub in master.
The round corner flag change in 033dfd9d forgot to default to _None.
2021-12-01 15:26:34 +01:00
ocornut
1ab3007752 Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport + moved EndFrameDrawDimmedBackgrounds() call + removed duplicate code in Begin() already in EndFrameDrawDimmedBackgrounds() 2021-12-01 14:42:58 +01:00
Mikko Sivulainen
5f5ba8eb11 Docking: Fix typo (had no side effect) (#4778)
Co-authored-by: Mikko Sivulainen <mikko.sivulainen@supercell.com>
2021-12-01 11:10:37 +01:00
ocornut
440824d431 Backends: Fixed early out on empty clip rect. In particular, DX12 backend would warn about it (others not so much). (#4775, #4464)
Amend/fix 2b0bd40b
2021-11-30 21:48:29 +01:00
ocornut
f087a5b856 Metrics: Added a node showing windows in submission order and showing the Begin() stack. 2021-11-30 16:04:19 +01:00
ocornut
c5db276521 InputText, Nav: fixed tabbing through InputTextMultiline(). (#4761, #3092)
Messy... Broken by 66f0fb9. Added ImGuiItemFlags_NoTabStop to EndGroup() ahead of time (not strictly needed here).
2021-11-30 15:17:18 +01:00
ocornut
9d704d99d3 Internals: wrapped ImQsort() in an inline function + added a define guard. 2021-11-30 12:59:00 +01:00
ocornut
66f0fb986c Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) 2021-11-29 16:25:45 +01:00
ocornut
5ccb66794b Backends: WebGPU: Passing explicit buffer sizes as validation layers appears to not do what the in-flux specs says. (#4766 2021-11-29 12:18:25 +01:00
averne
cb5c73f64a Fix: IM_DEBUG_BREAK macro on ARM GCC (#4767) 2021-11-29 00:05:57 +01:00
ocornut
65f4be1a10 InputText: Internals: moved "apply_new_text" application code to reduce noise in a future commit (will be for #4714) + removed unused fields.
The move would ideally be no-op. technically we now clear state->Flags before calling ResizeCallback but those are unrelated. The 2 unused fields were incorrectly added by 24ff25981.
2021-11-25 15:12:23 +01:00
ocornut
5ac25e7c7a InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) 2021-11-25 15:12:08 +01:00
ocornut
719d931304 Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace. (#4757) 2021-11-24 17:49:21 +01:00
ocornut
ea83d040e6 Viewports: fix missing default per-window value for ParentViewportId due to zero-cleared in-window instance (#4756)
Broken by 2080d12b
2021-11-24 16:47:13 +01:00
Rokas Kupstys
4d9a3b19d5 Internals: Implement a continuable IM_DEBUG_BREAK on GCC for common archs. (#2673) 2021-11-22 12:35:07 +01:00
ocornut
7f38773b73 Fixed crash on right-click without modal, introduced by previous commit a3667f46, (#4729) 2021-11-17 12:46:30 +01:00
ocornut
764f9e606d Fixed crash on right-click without modal, introduced by previous commit a3667f46, (#4729) 2021-11-17 12:45:33 +01:00
ocornut
b50b22d787 Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.
2021-11-16 16:14:21 +01:00
ocornut
a3667f462a Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.
2021-11-16 16:13:04 +01:00
ocornut
2080d12bd9 Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0. (#3152, #2871) 2021-11-16 01:10:10 +01:00
ocornut
3fde445b91 Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when io.MouseDrawCursor is enabled). (#4713) 2021-11-15 16:19:33 +01:00
ocornut
d80a9123b7 Internals: move chunks of IsItemHovered() so upcoming commit can be less noisy. This commit should be a no-op (check by comparing without white-space changes) 2021-11-10 20:18:51 +01:00
ocornut
2c29e391dd Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose tooltip when scrolling. (#143)
Reduced amount of self critical commentary since it'll appear like a hack for users but it isn't more a hack than many other things.
2021-11-10 19:17:01 +01:00
ocornut
f8a806ad9f Tooltips, Internal: (Breaking) swapped parameter order to accomodate for future tooltip api rework. 2021-11-10 17:53:58 +01:00
ocornut
dc8c3618e8 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2021-11-10 15:26:03 +01:00
Pascal Thomet
7cd3cfa58a Demo: Add IMGUI_DEMO_MARKER (currently unused, but usage by altering GImGuiDemoMarkerCallback) (#3689)
Various amends/renames. (Amend to fix a warning)
2021-11-10 13:09:50 +01:00
ocornut
cad790d43b Nav: fixed backwrap tabbing wrap on sibling child windows with _NavFlattened flag. (#4449)
Amend 1a7526dc
2021-11-10 12:44:43 +01:00
ocornut
e790fc0e79 Nav: prevent child from clipping items when using _NavFlattened and parent has a pending nav request. (#787) 2021-11-10 12:00:50 +01:00
ocornut
a9ea1ae854 Nav: fixing assert using Tab in a window without any tabbable element (#4449)
Amend 1a7526dc
2021-11-10 11:42:39 +01:00
ocornut
eb02dcf87f Nav: enable move/resize window with keyboard in Ctrl+Tabbing windowing menu even without _NavEnableKeyboard. (#4023, #787). 2021-11-08 18:42:07 +01:00
ocornut
8ce23b3ccd Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of _NavEnableKeyboard. (#4023, #767) 2021-11-08 17:41:36 +01:00
ocornut
bce1ba400f Clipper: add ForceDisplayRangeByIndices (#3841, #3578)
This partially reverts commit 6a7e2c74fb.
2021-11-08 17:20:30 +01:00
ocornut
ebac375791 Docs: added info about Freetype, editing sponsors. 2021-11-08 16:22:00 +01:00
ocornut
b17dffffb3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 20:52:54 +01:00
ocornut
1a7526dcd4 Nav, Tabbing: refactor tabbing system to support clipped items, scrolling, using nav queries. (#4449)
Not using counter/modulo anymore and special provisions to handle tab wrapping with ImGuiListClipper. Wrapping may be done better as a next-frame forwarded request.
Also one extra step toward #3949 #3985
2021-11-04 20:48:12 +01:00
ocornut
f01a6d3e8f InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
+ Stack Tool: favor inspecting HoveredID over ActiveID as the later is more likely to be locked.
2021-11-04 20:02:42 +01:00
ocornut
c1d2793580 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 15:26:01 +01:00
ocornut
32779c5b64 Clipper: hotfix (amend 93cccd2, was broken) (#3841, #1725) 2021-11-04 15:17:08 +01:00
ocornut
64daeddf6f Removed CalcListClipping() function. (#3841) 2021-11-04 14:14:16 +01:00
ocornut
6a7e2c74fb Clipper: remove ForceDisplayRangeByIndices/ForceDisplayRangeByPositions functions until we find a need for them, since #3841 is now solved automatically. 2021-11-04 14:05:14 +01:00
ocornut
93cccd27f6 Clipper: bunch of rework. (#3841, #1725)
- Focused/NavId now always included in display range.
- Any number of steps (while preserving zero-alloc policy).
- Non contiguous ranges for nav processing
- Moved new fields internally (+ moved StepNo away from sight so it doesn't get missused).
- Generally tweaks/refactors.
2021-11-04 14:05:14 +01:00
GamingMinds-DanielC
cd1b5f7883 Clipper: enhanced ImGuiListClipper (#3841) 2021-11-04 13:56:37 +01:00
ocornut
b409df34db Clipper: Fixed content height declaration slightly mismatching the one of when not using a clipper. 2021-11-03 17:00:40 +01:00
ocornut
0b4edf4e94 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2021-11-03 11:51:37 +01:00
ocornut
14466a6d19 Nav: Page/Home/End doesn't immediately restore highlight (before results comes) + pressing Esc to exit a child window re-enable the Nav highlight if it was disabled by mouse.
Also fix a move request fail restoring highlight from not moving mouse cursor.
Add NavRestoreHighlightAfterMove() helper a little bit of extra sanity.
2021-11-02 17:04:35 +01:00
ocornut
978598b174 Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer. + fixed resizing window from borders setting navigation to Menu layer. 2021-11-02 17:04:34 +01:00
ocornut
d1eb7b5757 ScrollToItem: amend fully visible tests to take account of spacing used (fix nav in one axis scrolling back and forth between axises when space is tight by just < ItemSpacing*2) (#3692, #2812, #4242, #2900)
Amend 8f495e55
2021-11-02 16:17:12 +01:00
omar
eb654f1bad Typo 2021-11-02 12:57:05 +01:00
Pokechu22
b1a68d899c Fix misplaced backtick in FAQ.md (#4669) 2021-11-02 12:51:22 +01:00
ocornut
a67f7dce31 Nav: relative rectangle positions are now stored relative to CursorStartPos to be independent of scrolling. Will facilitate rework of clipper (#3841)
+ Extracted code into NavUpdateCreateWrappingRequest()
+ Fix for PVS in NavUpdate() assigning g.NavMousePosDirty twice.
2021-10-27 14:18:03 +02:00
ocornut
8d361c47fb Nav: rework NavEnableSetMousePos application so scrolling is applied more consistently in NavCalcPreferredRefPos() + moved at end of NavUpdate() after the last SetScroll have been done. 2021-10-27 12:55:46 +02:00
ocornut
8361ed1f54 Nav: wrap abs<>rel rectangle conversions before we attempt to switch the reference point from window->Pos to window->DC.CursorStartPos. This commit should have no effect.
Current point makes rectangle invalid right after a scroll, for interactive actions it's rarely a problem but e.g. clipper will want to use g.NavID rect rel while scrolling. (#3841)
2021-10-27 12:28:45 +02:00
ocornut
19c72cd52a Nav: fixed absolute mouse position (with NavEnableSetMousePos config flag) when using Home/End leads to scrolling. 2021-10-27 12:28:35 +02:00
ocornut
c363b6df2b Modals: fixed issue hovering popups inside a child inside a modal. Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)(#4676, #4527)
Amend/fix 6b1e094f, fc4988ffb (Sep 24)
2021-10-27 12:03:14 +02:00
ocornut
0f2898ea88 Demo: Tree selection demo use !IsItemToggledOpen() (#1896) + update FAQ (#4366) 2021-10-25 18:38:56 +02:00
ocornut
99552420a2 InputText: triple-click avoid scroll + include end of line character. (#2244) 2021-10-25 17:14:00 +02:00
ocornut
126a6f894f InputText: made double-click select word, triple-line select line. Word delimitation logic differs slightly from the one used by CTRL+arrows. (#2244) 2021-10-25 16:34:56 +02:00
ocornut
9c78fc928a Inputs: Mouse: Amend c8e3a01 for tracking multiple clicks, renaming. (#3229) 2021-10-25 14:30:20 +02:00
Chris Savoie
2318c764cf Inputs: Mouse: Add support for tracking multiple clicks more than just double (#3229) 2021-10-25 14:30:17 +02:00
Rokas Kupstys
39b99072fb ImVector: fix Clang warning (implicit conversion changes signedness: 'const ptrdiff_t' (aka 'const long long') to 'unsigned long long') 2021-10-22 14:52:26 +02:00
liam
ad3f54ff1a Examples: Emscripten comments (#4650, #4662), standardize readme 2021-10-19 14:17:12 +02:00
ocornut
bac748fa95 Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656) 2021-10-15 17:16:26 +02:00
ocornut
19c3773cc0 Backends: Vulkan: Call vkCmdSetScissor() with a full-viewport at end of render. (#4644) 2021-10-15 12:11:11 +02:00
ocornut
bbd5119a26 Backends: Vulkan: comments about user using VK_DYNAMIC_STATE_VIEWPORT / VK_DYNAMIC_STATE_SCISSOR and not calling vkCmdSetViewport() / vkCmdSetScissor(). (#4644) 2021-10-15 12:01:35 +02:00
ocornut
05877c14df Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462) 2021-10-15 11:51:01 +02:00
ocornut
9b59455184 Merge branch 'master' into docking
# Conflicts:
#	imgui.h
2021-10-15 11:49:30 +02:00
ocornut
e3bd9434b1 1.86 WIP + internals: tweaks table temp data code. 2021-10-14 16:58:14 +02:00
Rokas Kupstys
13cdf2ff0e CI: Add MinGW DLL builds, 2021-10-13 17:24:08 +02:00
ocornut
29653273c1 Docking: reinstate io.ConfigDockingWithShift option. (#4643)
This more or less reverts commit 3ed07a8f0b.
2021-10-13 16:47:29 +02:00
Rokas Kupstys
be03b8ff93 Misc: Fix build with MinGW when using IMGUI_API. 2021-10-12 16:43:28 +02:00
ocornut
1b215ecb01 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-10-11 19:25:50 +02:00
ocornut
55d35d8387 Version 1.85 2021-10-11 19:24:25 +02:00
ocornut
75c54e6384 Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window. 2021-10-11 14:40:47 +02:00
ocornut
ba5c105c01 Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640)
Broken since 936f5322
Weirdly chain-reaction caused by the fact following #4640 repro, the SourceWindow assignment in OpenPopupEx() picks Menu_04 before its closure. Value of SourceWindow since bda2cde6 #2517
2021-10-11 11:48:39 +02:00
ocornut
44f801186f SetItemDefaultFocus() use ScrollToRectEx(), don't tab when Alt is held either, TabItemEx() uses ItemAdd's extra_flags, misc comments. 2021-10-08 15:24:54 +02:00
ocornut
ec6ca06898 InputText: Fixed selection rectangle appearing one frame late when selecting all. 2021-10-08 13:00:55 +02:00
ocornut
dde31030e9 Backends: SDL_Renderer: use SDL_RenderIsClipEnabled() to pass NULL to SDL_RenderSetClipRect (#3926, #4582, #4633) 2021-10-07 15:07:58 +02:00
Basil Fierz
30a6873a44 Backends: WebGPU: Fix missing initialization of local variable (#4634) 2021-10-07 14:58:09 +02:00
ocornut
31d033c9d8 Nav: refactor SetKeyboardFocusHere() into using Nav facility. Fix it for clipped items. (#343, #4079, #2352, #432)
+ Removed references to counter used by previous implementation of SetKeyboardFocus functions (the TabStop ones will be removed after)
2021-10-06 18:42:11 +02:00
ocornut
fbe78b1a3a Stack Tool: Docs (#4631) + also prevent Metrics window from displaying twice. 2021-10-06 18:22:40 +02:00
ocornut
1780579403 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-10-06 17:57:11 +02:00
Basil Fierz
25332fa5ac Backends: Emscripten: Update the webgpu API to be compatible with chrome 4633 (#4512) 2021-10-06 17:51:00 +02:00
ocornut
2de96c4bd5 Stack Tool: Added Stack Tool (ShowStackToolWindow() function and available from Demo and Metrics window). (#4631) 2021-10-06 17:47:27 +02:00
ocornut
e443ea139d Backends: SDL_Renderer: Backup and restore modified ClipRect/Viewport. (#3926, #4582) 2021-10-06 13:41:39 +02:00
Guus Waals
30db674147 Fix printf format warnings on mingw clang (#4626, #4183, #3592) 2021-10-06 12:00:50 +02:00
ocornut
164a86d3b0 Moved !IsActiveIdUsingKey(ImGuiKey_Tab) check to UpdateTabFocus(). Added asserts to IsItemHovered() and IsWindowHovered(). 2021-10-05 22:06:12 +02:00
ocornut
677fe33990 Backends: DX12: use dxgiformat.h to fix using forward declared DXGI_FORMAT (#4594) 2021-09-30 11:53:20 +02:00
ocornut
8f495e5543 Internal: added ScrollToItem() upcoming replacement to ScrollToBringRectIntoView() + ImGuiScrollFlags (WIP) (#3692, #3208, #2812, #4242, #2900) 2021-09-29 17:13:45 +02:00
ocornut
835a5344b0 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2021-09-24 15:49:28 +02:00
ocornut
65ad63de84 Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopupHierarchy (followup #4527)
IsWindowFocused: fix flag usage (amend 6b1e094c) was technically harmless because of light typing.
2021-09-24 15:41:30 +02:00
ocornut
fc4988ffb0 Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopupHierarchy (followup #4527) 2021-09-24 15:39:38 +02:00
ocornut
24a77824f2 Added ClosePopupsExceptModals() helper, unused for now (aimed at user being able to close popups on app focus loss, not necessarily a suitable default) 2021-09-22 15:50:40 +02:00
ocornut
bbb95a5e06 IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports. Amend 2f40be6. (merged from docking) (#3532) 2021-09-22 15:47:53 +02:00
ocornut
ca097c2c68 Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when called after Begin() on a docked window (#3851)
Fix ee643b2a
2021-09-22 14:07:18 +02:00
ocornut
fba756176d Backends: SDL_Renderer: Amend 1d2d246, various tweaks, fixes, sync to latest. (#3926) 2021-09-21 19:29:48 +02:00
Sylvain
62b17f928e Backends: SDL_Renderer: Added renderer backend for SDL 2.0.17+ (#3926)
(Squashed 20 commits)
2021-09-21 19:29:48 +02:00
Martin Ejdestig
d7260104b1 Added comments about sliders clamping and ImGuiSliderFlags_AlwaysClamp (#4573) 2021-09-21 19:18:21 +02:00
Rokas Kupstys
15fe7ba31f ColorPicker: Fix not being able to pick exactly (1.0f, 1.0f, 1.0f) color by dragging toward the edges of the SV square. (#3517)
Old code attempted to mitigate hue/saturation resetting for colors where these components are undefined. Since we now explicitly back up and restore these components this workaround is no longer necessary.
2021-09-21 15:10:07 +02:00
Rokas Kupstys
30546bc0e7 ColorEdit: Fix multiple issues. (#4014)
* Change g.ColorEditLastColor type to ImU32 and store RGB color value.
  - Fixes inability to change hue when saturation is 0. (#4014)
  - Fixes edgecases where lossy color conversion prevent restoration of hue/saturation.
  - Fixes hue value jitter when modifying color using SV square.
* Fix hue resetting to 0 when it is set to 255 by explicitly restoring hue if it is 0 and previous value was 1.
* Further reduce hue jitter by restoring hue when color is modified using SV square.
2021-09-21 15:10:07 +02:00
ocornut
15132217a3 Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439) 2021-09-21 14:17:49 +02:00
ocornut
fa0a314f59 Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439) 2021-09-21 13:16:00 +02:00
James McCartney
bc3d267c51 Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) 2021-09-21 12:36:37 +02:00
ocornut
c6ca327fb2 Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562) 2021-09-20 18:43:05 +02:00
ocornut
ddddabdccf InputText: amend validation test to allow pushing Activate events remotely. (#4552, #2321) 2021-09-17 16:44:14 +02:00
ocornut
2cffcbdc64 InputText: fix Space key with nav enabled interfering with input text boxes (fix bd6c9e99). made it possible to activate InputText with tweak gamepad button (why not, now that we can cancel) (#4552, #2321) 2021-09-17 16:30:32 +02:00
ocornut
3973de7933 Internals: removed last parameter to IsClippedEx() + fix PVS studio warnings. 2021-09-16 18:07:17 +02:00
ocornut
2d0a6a4969 Misc: moved StacSizeOnBegin out of window instance into window stack data. 2021-09-15 15:36:03 +02:00
ocornut
66cd21db88 Misc: extracted ErrorCheckEndWindowRecover() out of ErrorCheckEndFrameRecover(). (#1651) 2021-09-15 15:26:29 +02:00
ocornut
d366694062 Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211) + Added asserts for missing PopItemFlag() calls. Added both to ErrorCheckEndFrameRecover (#1651) 2021-09-15 15:26:29 +02:00
ocornut
4f10fe0a27 TreePush: removed arbitrary/weird suppot for TreePush((const char*)NULL) 2021-09-15 12:12:49 +02:00
ocornut
c58fb46411 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2021-09-14 19:26:27 +02:00
ocornut
e7cc534367 Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. 2021-09-14 17:57:47 +02:00
ocornut
29828d0469 Docking: floating node with a central node hides properly when nothing is docked + rename. 2021-09-14 17:56:09 +02:00
ocornut
7b8bc864e9 Menus: Fixed vertical alignments of MenuItem() calls within a menu bar. (broken by f8fae022). (#4538) 2021-09-14 11:09:39 +02:00
ocornut
8dfb52245b Docking: bits. 2021-09-13 20:40:30 +02:00
ocornut
82754561e2 Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when activated with mouse. 2021-09-13 15:17:54 +02:00
ocornut
5d95e7eef9 Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame() function. 2021-09-11 14:06:43 +02:00
ocornut
92a39f78b9 Fixed IsWindowFocused/IsWindowHovered with _ChildWindows for not following through popup parents (amend 6b1e094c, fix #4527) 2021-09-11 14:06:10 +02:00
ocornut
17a7084b57 Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510). 2021-09-10 15:37:59 +02:00
ocornut
79d39b190b Viewports: fix window with viewport ini data immediately merged into a host viewport from leaving a temporary viewport alive for a frame (would leak into backend). 2021-09-10 15:05:17 +02:00
ocornut
6b77668171 Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
t would manifest when e.g. reconfiguring dock nodes while dragging.
2021-09-09 21:05:40 +02:00
ocornut
9a49c1ddbd Viewports: fixed unnecessary creation of temporary viewports when multiple docked windows got reassigned to a new node (created mid-frame) which already has a HostWindow 2021-09-09 20:51:53 +02:00
ocornut
6b1e094cfb Fixed _ChildWindows from leaking docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy and ImGuiHoveredFlags_DockHierarchy. 2021-09-08 19:10:25 +02:00
ocornut
cfb837203c Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags. 2021-09-08 16:45:24 +02:00
ocornut
321b84f01f Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags. 2021-09-08 16:44:53 +02:00
ocornut
40caab4748 Fixed bad merge of Changelog in docking branch 2021-09-07 18:21:47 +02:00
ocornut
fa9fc05ac6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-09-07 18:20:12 +02:00
ocornut
d9b427cce0 Nav: clarified/renamed NavInputId as NavAcivateInputId, added flags shared by both.
(this commit should have no visible side effect but is designed to introduce the followup commit refactoring SetKeyboardFocusHere into using a Nav request)
2021-09-07 18:10:31 +02:00
ocornut
755bf985d2 Backends: OpenGL3: Made our custom GL loader a bit more tolerant of use of another loader in same compilation unit. (#4445, #4514) 2021-09-07 14:48:26 +02:00
ocornut
607ad8c949 Drag and Drop: Fixed using BeginDragDropSource() within a Begin()/BeginChild() that returned false. (#4515) + BeginDragDropTarget()
Note how 79ae6d3b adedd a SkipItems test in BeginDragDropTargetCustom() only.
Catching this similar to work needed to neatly represent the error in #4375 #4158, #4008, #2562
2021-09-06 20:59:16 +02:00
ocornut
bd6c9e99fc InputText: Allow cancelling/validating input with gamepad nav events.
Amend 158995f2 (#2321)
2021-09-06 18:47:12 +02:00
ocornut
0a154b30ad Nav, ButtonBehavior: reworked old code which ended up 1) calling SetActiveId repeately and 2) misleadingly set g.NavActivateId (amend af38749e) 2021-09-03 17:27:27 +02:00
ocornut
ade4c15eea Nav: Tidying up, renaming + update AnyRequest flag in NavMoveRequestSubmit(). 2021-09-03 16:35:41 +02:00
ocornut
528104a89b Menus: adjust closing logic to accomodate for varying font size and dpi + remove seemingly redundant use of g.NavActivateId where pressed was enough. 2021-09-03 16:35:27 +02:00
ocornut
5ee40c8d34 Nav: always disable highlight if nav is disabled, fix for IMGUI_DEBUG_NAV_SCORING, minor renaming. 2021-09-02 12:05:32 +02:00
ocornut
dff15acdb5 Nav: Fixed toggling menu layer with Alt exiting menu layer with Esc not moving mouse when NavEnableSetMousePos config flag is set. 2021-09-01 16:05:03 +02:00
ocornut
3d9d3b49ae Internals: folded ImGuiItemAddFlags into ImGuiItemFlags. ImGuiItemAddFlags_Focusable > ImGuiItemFlags_Inputable. One step in the big nav/tab/focus rework.
Bonus simplified Selectable() handling of its custom disabled flag. (#211)
2021-09-01 14:46:08 +02:00
ocornut
73a5e82e04 Nav: removed parameters from NavScoreItem(), NavProcessItem(), NavApplyItemToResult(): made little sense / misleading because pulling from other current state anyway.
Will readd in a more thorough manner is actually needed.
2021-09-01 14:13:40 +02:00
ocornut
a735a8c084 Nav: storing NavRect in LastItemData. Fix race condition where framed items (Rect != NavRect) calling SetFocusID() would store the wrong NavRectRel until next frame
(haven't dugged in the possible side-effects of that race condition)
2021-09-01 12:12:51 +02:00
ocornut
ee351d3548 Nav: move code into NavMoveRequestSubmit(). NavApplyItemToResult() takes absolute rect., comments 2021-09-01 12:06:15 +02:00
ocornut
7b913db1ce Nav: split NavMoveRequest into NavMoveSubmitted + NavMoveScoringItems to allow operation to defer a move request and provide result immediately + fix regular scoring needlesly running during init + some renaming. 2021-08-31 18:19:52 +02:00
ocornut
53589092b2 Docking: warning fix for when IM_ASSERT() is empty 2021-08-31 13:49:11 +02:00
Filippo Crocchini
eb6c16d3dd PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349)
+ amended demo tweaks by ocornut
2021-08-31 13:14:43 +02:00
Jackamilio
03ce17f0a5 Backends: Allegro: Fixed clipping rectangles (#4498) broken by 2b0bd40b (#4464) 2021-08-31 12:52:54 +02:00
ocornut
dedb381c51 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	examples/imgui_examples.sln
#	imgui.cpp
#	imgui.h
2021-08-30 20:01:16 +02:00
ocornut
7c4ffe490d Menus: added internal's BeginMenuEx() matching MenuItemEx() with icon parameter. (amend f8fae022) 2021-08-30 19:54:42 +02:00
ocornut
4aea1c5adb IO: added io.WantCaptureMouseAllowPopupClose (#4480) + comments 2021-08-30 19:11:47 +02:00
ocornut
66102880a3 Updated links to Discussions 2021-08-30 17:06:51 +02:00
ocornut
333807b483 Windows: fixed background order of overlapping childs submitted sequentially. (#4493)
Amend 07704496
2021-08-30 13:08:41 +02:00
ocornut
11103f8253 Examples: SDL+OpenGL3: fixed build on ES2 target. (#4492) 2021-08-27 21:32:36 +02:00
ocornut
0eb45a0577 Docking: fix 58f5092 (#4310)
If we clear _ChildWindow flag we must remove it from here otherwise render loop will fail.
2021-08-27 21:29:27 +02:00
ocornut
bb6a60b1ff Nav: extracted sections of NavUpdate() into a NavUpdateCreateMoveRequest() function. Only clearing results when a request is activated. 2021-08-27 21:10:16 +02:00
ocornut
ccfb20095e Nav: small refactor of forwarding, clarified that MoveDir only set when RequestActive, removed one indent level in NavUpdatePageUpPageDown(). 2021-08-27 20:48:01 +02:00
ocornut
4351febe9f Nav: moved enums/struct declarations in imgui_internal.h 2021-08-27 18:01:38 +02:00
ocornut
20a1edef89 Nav: made EndMenuBar() use NavMoveRequestForward() for consistency. Moved forward clearing to NavMoveRequestApplyResult(). Improved/fixed comments. 2021-08-27 17:21:10 +02:00
Rokas Kupstys
b08ed61907 CI: Build with empty IM_ASSERT() macro. 2021-08-27 16:21:17 +02:00
ocornut
84890a3074 Nav: simplify wrap requests code (may soon be useable for tabbing) 2021-08-27 12:31:11 +02:00
ocornut
4c31c98d22 Nav: extracted code out of NavUpdate() into NavUpdateCancelRequest() 2021-08-27 12:30:55 +02:00
Cort
80ed4eba87 Backends: Vulkan: non-dispatchable handles should compare to VK_NULL_HANDLE, not NULL (#4475) 2021-08-24 21:53:54 +02:00
ocornut
58f5092c53 Docking: fixed settings load issue when mouse wheeling. (#4310) 2021-08-24 20:33:00 +02:00
ocornut
780c1ee265 TextUnformatted: Accept null ranges including (NULL,NULL) without asserting. (#3615) 2021-08-24 19:30:02 +02:00
Rokas Kupstys
2b0bd40b99 Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
Backends: Normalize clipping rect handling across backends.
+ Squashed amends.
2021-08-24 18:23:13 +02:00
Siarhei Fiedartsou
f8bad7e1e3 Backends: OpenGL3: Add TargetConditionals.h (#4473) + standardize include 2021-08-24 15:36:44 +02:00
ocornut
4a7c21d330 Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487) 2021-08-24 15:28:39 +02:00
Corentin Wallez
e652527313 Backends: WebGPU: Update impl_wgpu for an emscripten change 2021-08-24 14:55:43 +02:00
ocornut
51d841dcf3 Fix warnings and remove IM_RETURN (#4470)
Amend f24abbc4
2021-08-24 14:37:11 +02:00
Rokas Kupstys
4c22b3e5d9 Backends: OpenGL3: Fix gl3wProcs colliding with gl3w. (#4445) 2021-08-24 14:33:04 +02:00
ocornut
0608887fb5 InputTextMultiline: Fixed label size not being included into window contents rect unless the whole widget is clipped. 2021-08-23 17:07:46 +02:00
ocornut
68f428b449 imgui_freetype: Fixed crash when FT_Render_Glyph() returns NULL (which apparently happens with Freetype 2.11). (#4394, #4145 ?) 2021-08-23 16:42:58 +02:00
ocornut
6afe9bbb45 Projects: added GLFW Vulkan to default solution. 2021-08-23 16:35:44 +02:00
ocornut
e23bee353c Removed GetWindowContentRegionWidth() function 2021-08-23 16:15:16 +02:00
ocornut
0649f750b4 Version 1.85 WIP 2021-08-23 15:31:06 +02:00
Nicolas Noble
e3e1fbcf02 Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision floats. (#4463) 2021-08-23 15:03:27 +02:00
ocornut
d79ca9b0b6 Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [Legulysse] 2021-08-23 14:57:54 +02:00
ocornut
e6ffc04291 Moved ImDrawIdx declaration higher up in imgui.h (to ease work for dear_bindings)
Shuffled low-level data types declarations and tweaked comments
2021-08-23 12:00:16 +02:00
ocornut
6bd447c885 Backends: GLFW: Fixed unused variable warning for empty assert macro. (#4459) 2021-08-22 18:46:49 +02:00
ocornut
47fb332fb2 Fix BeginDisabled(false), again, (#211, #4452, #4453) Version 1.84.1
(forced pushed since our earlier versioning didn't sort correctly in github web)

# Conflicts:
#	docs/CHANGELOG.txt
2021-08-21 00:00:27 +02:00
ocornut
32d4f6c5d9 Fix BeginDisabled(false), again, (#211, #4452, #4453) Version 1.84.1
(forced pushed since our earlier versioning didn't sort correctly in github web)
2021-08-20 23:59:46 +02:00
ocornut
2e01952b35 Fix BeginDisabled(false), (#211, #4452) 2021-08-20 20:31:17 +02:00
ocornut
f969e68c10 Fix BeginDisabled(false), (#211, #4452) 2021-08-20 20:30:51 +02:00
ocornut
5a7d18a441 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-08-20 18:15:25 +02:00
ocornut
d2ffbd9b86 Version 1.84
Fix PVS Studio false positive //-V1020
Fix missing #ifndef for IMGUI_IMPL_OPENGL_LOADER_CUSTOM path
2021-08-20 18:03:55 +02:00
Rokas Kupstys
fc062e6028 Backends: OpenGL3: Update loader to include APIs used by test framework. 2021-08-20 17:22:27 +02:00
ocornut
df2319a854 Small optimizations to BeginDisabled() to allow frequent calls (#211)
Not intended for frequent calls but I suspect some people will do it either way...
Rough/indicative: measured 0.1 ms for 5000 calls in release, 0.5 ms in debug on my desktop windows.
2021-08-20 17:19:18 +02:00
ocornut
c543d93af1 Expose BeginDisabled()/EndDisabled() in public API. Add to demo. (#211) 2021-08-20 16:34:43 +02:00
ocornut
9c3359ef39 IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports. Amend 2f40be6. (#3532) 2021-08-19 17:35:27 +02:00
ocornut
0b06c4b2b0 Merge branch 'master' into docking (will need further for io.AddFocusEvent)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2021-08-19 17:25:12 +02:00
thedmd
cb00972b87 ImDrawList: Fix AddCircle{Filled} with 12 segment case (#4419, #4421) 2021-08-19 17:06:40 +02:00
ocornut
e3988a84db Backends: OpenGL3: Embed our own minimal GL loader (amends). (#4445) 2021-08-19 16:24:59 +02:00
Rokas Kupstys
459de65477 Backends: OpenGL3: Embed our own minimal GL loader based on gl3w and use it in SDL/GLFW examples. (#4445)
Loader repository at https://github.com/dearimgui/gl3w_stripped
Removed support for using custom loaders in examples/opengl3 backend
2021-08-19 16:24:58 +02:00
ocornut
7bbf8f2ab0 Drag and Drop: fix using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip.
Window was not properly hidden in that case.
2021-08-18 15:40:22 +02:00
ocornut
f24abbc47d Fix various warnings (#4442) 2021-08-18 12:38:24 +02:00
ocornut
161b74e871 Fix tabbing in/out of an InputTextMultiline(), broken by 6b8a059. 2021-08-17 20:46:39 +02:00
ocornut
cd39460925 IO: set io.KeyModsPrev in EndFrame() to tolerate backend writing to io.KeyMods without breaking. (#4439)
Amend ff428f1
2021-08-17 20:33:27 +02:00
thedmd
2f40be638f IO, Backends: add io.AddFocusEvent(). Clear pressed keys after loosing input focus (#3532)
Amend/fix #2445, #2696, #3751, #4377
2021-08-17 20:10:45 +02:00
Rokas Kupstys
86afe966d3 Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. 2021-08-17 16:23:26 +02:00
Oliver 'kfsone' Smith
7e9e1ff1c2 InputText: Fix named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) 2021-08-17 16:10:11 +02:00
ocornut
b380d3abe3 Backends: OpenGL3: Clarify use of GL_POLYGON_MODE. 2021-08-17 15:16:29 +02:00
JJCUBER
5f2df2d2cb Fixed grammar mistake in FAQ (#4431) 2021-08-17 13:47:17 +02:00
ocornut
ff428f1d2f Nav: Fix not clearing NavWindowingToggleLayer properly (old code left it to true, relied on Alt release only). Removed unnecessary KeyMenu_ from NavInput. (#4439, #787) 2021-08-17 12:54:51 +02:00
ocornut
8fa502ca42 Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439) 2021-08-17 12:23:54 +02:00
omar
c7529c8ea8 Reword file list as *.cpp *.h (#4413) 2021-08-10 14:34:34 +02:00
ocornut
f99fe72c42 Backends: Win32: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622) 2021-08-02 17:22:33 +02:00
ocornut
80b5fb51ed Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2021-08-02 16:21:13 +02:00
ocornut
2ad912bb85 Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377) 2021-08-02 16:19:50 +02:00
ocornut
f9b5168fb3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2021-08-02 16:00:50 +02:00
ocornut
db686ad522 Backends: Win32: Mouse position is correctly reported when the host platform window is hovered but not focused. (#2445, #2696, #3751, #4377) 2021-07-29 19:38:33 +02:00
ocornut
044fd0cd2d Backends: GLFW: Mouse position is correctly reported when the host platform window is hovered but not focused. (#3751, #4377, #2445) 2021-07-29 19:37:18 +02:00
ocornut
1cdd110eb4 Backends: SDL2: Mouse position is correctly reported when the host platform window is hovered but not focused. (#2445, #3751, #4377)
(requires SDL 2.0.5 because SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
2021-07-29 18:47:43 +02:00
omar
c720075c67 Update FAQ to clarify conflict with window (#4158, #4008, #2562) 2021-07-28 16:46:59 +02:00
ocornut
3d4d1b8553 Allow imgui_internal.h to be included before imgui.h
(practically speaking it allows me to use StructLayout without hassle)
2021-07-26 21:01:32 +02:00
ocornut
e362c5af48 Internals: ColorEdit: renamed some internal masks to match our common coding style.
ImGuiColorEditFlags__DisplayMask > ImGuiColorEditFlags_DisplayMask_, ImGuiColorEditFlags__OptionsDefault > ImGuiColorEditFlags_DefaultOptions_, ImGuiColorEditFlags__DataTypeMask > ImGuiColorEditFlags_DataTypeMask_  etc.
2021-07-26 20:44:59 +02:00
David Maas
923bd2fd21 Examples: DirectX12: Fixed Alt+Enter fullscreen in DirectX12 example. (#4346, #4348)
This also removes unnecessary recreation of backend-owned device objects when the window is resized.
+ amend original PR with a g_pSwapChain->SetFullscreenState(false, NULL); call.
2021-07-26 16:39:09 +02:00
ocornut
b846969fe1 Removed unnecessary line in Begin() + commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 + readded commented obsoleted function. 2021-07-26 12:22:48 +02:00
Rokas Kupstys
3e4c89051d Popups: Fix OpenPopup() being called after BeginPopup() resulting in a failure to open a popup when focus is NULL. (#4308)
Story of removed line begins in commit b80cf0a. It's purpose was to close popups when they lost focus.
Later on few other changes were introduced:
* bcc49ff - closing popups with RMB without changing window focus
* af679a1 - closing popups in FocusWindow()
These two changes covered all the cases of popup closing which made deleted line obsolete. Conveniently, now all popup closing is handled from within UpdateMouseMovingWindowEndFrame() either by calling FocusWindow() or ClosePopupsOverWindow().
2021-07-26 11:43:39 +02:00
sitic
9c77734447 Correct version 1.83 release date (#4355) 2021-07-24 02:07:11 +02:00
ocornut
7bfc379a23 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-07-19 21:58:06 +02:00
ocornut
c881667c00 Fix - amend 1ad1530 (range-select branch need the NextItemData in NavProcessItem) 2021-07-19 21:45:44 +02:00
ocornut
90bf996e1a Internals: widgets always read back from g.LastItemData.InFlags (so we can now modify per-item disable state more easily). (#211) 2021-07-19 21:26:34 +02:00
ocornut
6b8a059fc9 Internals: moved LastItem data to a shared structure (instead of one per window)
(should be a no-op as we are restoring things in Begin/End. Toward faciliate backup/restore of LastItemData and favor pulling from here instead of CurrentItemFlags, toward #211)
2021-07-19 21:25:47 +02:00
ocornut
1ad153056a Internals: ItemAdd: set LastItemXXX fields before navigation calls + comments about io.IniFilename (#4294) 2021-07-19 21:24:15 +02:00
David Maas
3d5dc0d939 Added missing IMGUI_API to GetViewportPlatformMonitor. (#4309) 2021-07-12 18:29:37 +02:00
ocornut
17ec4f1f6f TestEngine, MenuItem: call IMGUI_TEST_ENGINE_ITEM_INFO() at the right stack level. (amend f8fae02) 2021-07-12 16:42:53 +02:00
ocornut
fb4bbeb033 Disabled: fixed IsItemHovered() if popped disabled state after item, or when using Selectable_Disabled. (#211) 2021-07-12 15:43:17 +02:00
ocornut
246ad6c03c Disabled: items more consistently release active id if the active item got disabled. (#211) (amend 2952525) 2021-07-12 15:39:47 +02:00
ocornut
638e1a721b Disabled: fixed IsItemHovered() returning true on disabled item when navigated to. (#211) 2021-07-12 15:01:02 +02:00
ocornut
a11f36811f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2021-07-09 20:16:19 +02:00
Rokas Kupstys
5dd1e38b7a Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) + Menus: fix hovering a disabled menu or menu item not closing other menus.
Rework of https://github.com/rokups/imgui/commit/c24b470
Note that the declared intent of that commit "Prevents window from being dragged if mouse hovers a disabled item." was already fullfilled by a876ad87.
Changes in ButtonBehavior() not needed anymore since ImGuiButtonFlags_Disabled is gone
2021-07-09 19:54:46 +02:00
ocornut
cac869b333 Disabled: don't prevent Selectable() from being selected. (#211) + BeginMenu()/MenuItemEx() uses PushDisabled() the standard way.
ImGuiSelectableFlags_Disabled is now unused by the library and might be marked obsolete later.
2021-07-09 19:54:43 +02:00
ocornut
29525255f3 Disabled items more consistently release active id if the active item got disabled. (#211) 2021-07-09 19:54:41 +02:00
ocornut
ba1c8464ef Internals: Removed ImGuiButtonFlags_Disabled (which had inconsistent behavior) in favor of ImGuiItemFlags_Disabled. Selectable()'s ImGuiSelectableFlags_Disabled now uses the later. (#211) 2021-07-09 19:54:37 +02:00
ocornut
f6682404e1 InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211) 2021-07-09 19:54:34 +02:00
ocornut
97638bf977 BeginMenu: remove unnecessary call to ItemHoverable() which is already done by the Selectable() call.
Amend 88d7b3de
2021-07-09 18:57:28 +02:00
ocornut
4a100f7f11 Nav: Disabled items are not candidate for default focus. (#211, #787) + simplify handling of ImGuiButtonFlags_PressedOnDragDropHold path. 2021-07-09 18:57:23 +02:00
ocornut
cc40ae2101 PushDisabled(): added bool + clarify support for stacked disabled (#211) 2021-07-08 19:21:59 +02:00
omar
03ca38eda1 Update FAQ 2021-07-08 16:10:30 +02:00
ocornut
f8fae02270 Menus: rework to allow for an icon column (not yet exposed, but usable via internals) + fix menus being affected by style.SelectableTextAlign (#126) 2021-07-08 15:05:02 +02:00
ocornut
30d164eb26 Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.) (#2590, #738, #4185, #4301)
Enable with '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82.
2021-07-08 14:23:31 +02:00
ocornut
696d3e056e Internals: Menus: Naming offset field + fix spacing/offset computation to handle more offsets. 2021-07-07 20:47:37 +02:00
ocornut
3512f2c2c2 Internals: Menus: minor tidying up + renaming in ImGuiMenuColumns + removing extraneous offset field which is always zero + using smaller types.
sizeof() 36 -> 20
2021-07-07 20:16:55 +02:00
ocornut
eb6f4b1a6a Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace.. (#3203, #4295)
Which tends to happen when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace on the next frame after the floating window hosting the node has been automatically created.
2021-07-07 18:22:55 +02:00
ocornut
cd4cc9ff0d Docking: Fixed crash issues using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295)
If the deleted root node isn't part of a dockspace with a central node, it won't be "protected" but removed when last window gets removed.
2021-07-07 16:39:39 +02:00
ocornut
baa4caf9e3 Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
+ Comments (#3934)
2021-07-07 14:12:48 +02:00
ocornut
d9b606672a InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038) 2021-07-05 17:52:44 +02:00
ocornut
327a5d8253 Fix warning + apply trailing whitespaces in stb_ libs (as applied on nothings/stb on 2020/02/02, facilitating further diffs) 2021-07-05 17:52:44 +02:00
ocornut
9e8e5ac363 Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking definition of ImGuiDockNodeFlags_NoDockingOverOther which now means "non empty node". (#3492, #2648, #4292) 2021-07-05 13:32:36 +02:00
ocornut
6136b3844b Docking: Reworked node flags saving/inheritance... (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
..so that flags enforced by docked windows via the DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.
2021-07-05 13:31:34 +02:00
ocornut
0a8ab75e4b Docking: removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass. (#2999, #3521, #3633)
+ extraded bits of metrics into DebugNodeDockNodeFlags()
2021-07-05 12:58:33 +02:00
ocornut
4ddb6b46c3 Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
Revert 4b94738c
2021-06-30 16:12:52 +02:00
ocornut
cf2daf353e Backends: Cleanup, removed unnecessary create/destroy wrappers. Fix allegro5 backend + use same code as other backend.
+ Update gallery links (#4280)
2021-06-30 15:50:15 +02:00
Giovanni Funchal
6792e1a3e0 Backends: SDL2: Remove unnecessary ImGui_ImplSDL2_NewFrame() parameter. (#3244) 2021-06-30 15:04:40 +02:00
ocornut
23a15834fa Fonts: Fix calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) + Backends: added additional assert to facilitate detecting user understand they haven't initialized a backend. 2021-06-29 18:16:47 +02:00
ocornut
4cec3a0467 Backends: support for multiple imgui context with little testing (#586, #1851, #2004, #3012, #3934, #4141)
I believe more renderer backends should work. GLFW/Win32/SDL/Vulkan probably have many issues.
2021-06-29 16:42:13 +02:00
ocornut
36a0d1028c Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385) 2021-06-29 15:46:50 +02:00
ocornut
0f7eb00f67 Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().
No need to clear fields before deletion. DX12: renamed to match docking branch.
2021-06-29 15:31:05 +02:00
ocornut
b5a2bd1a5b Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().
No need to clear fields before deletion. DX12: renamed to match docking branch.
2021-06-29 15:25:19 +02:00
ocornut
682447306d Merge branch 'features/backends_context' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	examples/example_apple_opengl2/main.mm
2021-06-29 14:53:25 +02:00
ocornut
70c603854e Backends: moved global to a data structure to facilitate support for multi-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
This is NOT enable multi-contexts for any backends
- in order to make this commit as harmless as possible, while containing all the cruft/renaming
-
2021-06-29 14:37:58 +02:00
rokups
88f4c1321a Examples: Bring code of example_apple_metal and example_apple_opengl2 closer to each other. (#1873, #3543) 2021-06-28 14:22:55 +02:00
ocornut
0aeb978e61 Comments + adding spacing in headers because VS IDE parser display blocks so badly. Add helper in internal's ImGuiInputTextState. (#4275) 2021-06-28 11:58:37 +02:00
ocornut
95db098477 ImFontAtlas: move implicit AddFontDefault call to Build() function + remove unnecessary asserts in backend. 2021-06-25 17:27:17 +02:00
Chaoya Li
2ab7f96f21 Backends: OpenGL3: Enable OES_vertex_array_object extension for emscripten/wasm build (#4266, #4267) 2021-06-25 16:19:55 +02:00
ocornut
9440974f66 Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. Remove SetFallbackChar() (amend 0ffd99d31). (#4269) 2021-06-25 15:47:42 +02:00
ocornut
38165f420f Fonts: Prefer using U+FFFD character for fallback instead of '?'. Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) 2021-06-25 15:44:14 +02:00
Anthony
8ced41570e Backends: DX9: explicitely disable texture state stages after >= 1. (#4268)
imgui only uses texture stage state for stage 0
But any state set in stages >= 1 will affect rendering
Set stage 1 COLOROP to DISABLED, to deactivate stages >= 1
2021-06-25 12:33:38 +02:00
rokups
30224fdde0 Examples: example_apple_opengl2: Fix keys remaining stuck in pressed state when using shortcuts with CMD. (#4253)
Fix follows event capture scheme of example_apple_metal, where this issue is not present.
2021-06-25 11:34:12 +02:00
ocornut
ac35b4bba2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2021-06-24 18:21:19 +02:00
ocornut
e534c56485 Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. 2021-06-24 17:15:14 +02:00
ocornut
20d415e939 FIx static analysers warnings and disable false positives. 2021-06-24 17:15:14 +02:00
ocornut
1965f38e9e ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*'. 2021-06-24 14:30:32 +02:00
Rokas Kupstys
0b8a247074 Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) 2021-06-23 15:25:10 +02:00
ocornut
f0c4d609a6 Default window focus scope not 0. Added ImGuiSelectableFlags_SelectOnNav with comments and caveats. (#1861, #4242,)
Focus scope default value: amend 7ee623d9 a5041c88 2ebe08be
2021-06-21 17:47:45 +02:00
ocornut
a15c42d5bd Nav: moved RenderNavHighlight() calls of TreeNode and Selectable out of if (hovered || selected) tests. Should make no difference as NavId currently returns hovered. (#1861, #4242) 2021-06-21 17:38:56 +02:00
ocornut
98876b4dc2 Added IMGUI_DISABLE_SSE (#4250, #4091) 2021-06-21 14:52:01 +02:00
Ivan Sokolov
0905439c31 Backends: OpenGL3: Destroy shader objects right away (#4244)
In OpenGL, after a shader program has been linked, shader objects don't need to be kept neither attached to the program nor in existence
2021-06-21 11:51:51 +02:00
ocornut
cce307a2be Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value of the implicit/fallback window. (#4236, #2409)
Amend 3ead9820
2021-06-17 16:22:14 +02:00
ocornut
afabb2f3d8 Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change 2021-06-17 16:12:22 +02:00
ocornut
7c44d067e8 Tables: Fix invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
Amend 4ce6bd8cf, but with usage of ImPool<> bug existed even before 4ce6bd8c. Would only materialize if user called (ableGetSortSpecs and used data without checking SpecsDirty.
2021-06-17 15:18:11 +02:00
Rokas Kupstys
d5828cd988 SplitterBehavior: fix using IsItemHovered() after SplitterBehavior() 2021-06-16 15:42:42 +02:00
ocornut
dc676236f0 Minor optimization, removing do/while(0) patterns in some cases as they translate to runtime
(e.g. translate to xor + test + jne in VS x84, unnecessary)
2021-06-15 17:05:25 +02:00
ocornut
0cca0d1617 Internals/experimental: BeginComboPreview(), EndComboPreview(). (#4168, #1658)
(amended)
2021-06-15 15:27:28 +02:00
ocornut
9b417b26d9 Metrics: Tentative fix for bad printf format.
Ref b53b8f58df, a7a1b3b0a7
2021-06-14 18:24:45 +02:00
Michel Lesoinne
90deb0959a Backends, Viewports: Vulkan: Fix the use of the incorrect fence in wait for fence. (#4208)
The fence being waited upon was not the one associated with the current frame.
This results in validation error detecting a reset of command buffers still in use and resetting fences while still in use.
Read more details in #4208
2021-06-14 17:54:19 +02:00
ocornut
98a6292165 Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments about building on 32-bit systems. (#4225) 2021-06-14 17:43:42 +02:00
ocornut
db0338a1f2 Nav, Drag and Drop, Docking: fixed two issues leading nav result to conflict with moving a window. (#4211, #3025) 2021-06-09 19:20:13 +02:00
ocornut
4161a67b38 ImVector: added clear_delete(), clear_destruct() helpers.
# Conflicts:
#	imgui.cpp
2021-06-09 18:44:02 +02:00
ocornut
865b2ca6f9 Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (#211) 2021-06-09 18:43:03 +02:00
ocornut
d0c6dd9baf ImVector: added clear_delete(), clear_destruct() helpers. 2021-06-09 16:57:47 +02:00
ocornut
61f4aec868 Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (#211) 2021-06-09 15:28:59 +02:00
ocornut
a44d4da87c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2021-06-08 18:38:51 +02:00
ocornut
b66529fe3e Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191) 2021-06-08 18:38:20 +02:00
ocornut
020d1ced1d Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h + vcpkg related comments. 2021-06-08 17:10:24 +02:00
ocornut
7fc144edde Examples: update all VS project files to VS2015. Update DX12 project Windows SDK to latest. 2021-06-08 17:08:49 +02:00
ocornut
6ee398ac2b Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935, #3740) 2021-06-07 15:18:20 +02:00
ocornut
b918751ff4 Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag. (#3935) 2021-06-07 15:09:02 +02:00
ocornut
689e387180 Tables: offset and shuffle flags (breaks ABI compatibility as often)
If you rely on ABI compatibility consider reworking how your backends are created, using cimgui metadata output. We will happily often break ABI compat.
2021-06-07 13:20:03 +02:00
ocornut
642426c15b Tables: Fix columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section. 2021-06-07 11:23:43 +02:00
ocornut
2887a6e07d Tables: made TableUpdateBorders() use IsVisibleX flag. comments. 2021-06-07 10:27:11 +02:00
ocornut
1b4323a1b4 Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column. (#4206) 2021-06-07 09:11:53 +02:00
Tatsuya Yatagawa
fe24591411 Backends: OpenGL3: Fix access violation due to NULL from glGetStringi. (#4201) 2021-06-05 16:27:31 +02:00
ocornut
16abfa5eb6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-06-04 17:28:45 +02:00
ocornut
94b680e830 Internals: fixed ImPool:: iteration, rename GetBufSize to GetMapSize. Amend c6c82b9f 2021-06-04 17:27:20 +02:00
ocornut
f53db3541a Docking: comments (#4189) 2021-06-04 14:55:40 +02:00
ocornut
c6c82b9f1d Internals: fixed iterating ImPool, fix after use of TableRemove() (was only used by TestEngine)
Merge metrics bits from 646c87359
2021-06-03 18:36:43 +02:00
ocornut
5e528d9eea Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186) 2021-06-03 17:22:18 +02:00
ocornut
f03ab2a5c5 Docking: Fix IsWindowAppearing() unnecessarily returning true twice in a row. (#4177, #3982, #1497, #1061) + added a zealous assert. 2021-06-03 16:46:01 +02:00
ocornut
fa1f540e6c Docking: Amend 91704b7, window->DockXXX booleans not properly cleared when window not docked. (#4177, #3982, #1497, #1061)
Fix issue with freshly split windows/nodes incorrectly returning true to IsWindowAppearing().
2021-06-03 16:07:22 +02:00
ocornut
91704b773e Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061) 2021-05-31 17:06:46 +02:00
ocornut
a640d8a6d2 Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592) 2021-05-31 13:03:50 +02:00
ocornut
060b6ee7d1 Internals: Combo: Extracted into a BeginComboPopup() function. (#4168)
Renamed frame_bb > bb locally.
2021-05-28 17:45:07 +02:00
ocornut
5b4bc985ad Nav, Combo: removed unnecessary window->LastNavIds[] assignment in combo code. + minor renaming. 2021-05-28 17:27:52 +02:00
ocornut
838c16533d Backends: Comments. 2021-05-27 13:59:35 +02:00
ocornut
79e18896fe TabBar: Fixed using more than 32 KB-worth of tab names. (#4176) 2021-05-27 12:01:00 +02:00
ocornut
1ad1429c6d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2021-05-25 18:45:54 +02:00
ocornut
04fd5072fb Fix warnings with VS2019 in C++20 mode (#4173) 2021-05-25 18:43:52 +02:00
Rokas Kupstys
4c420f3cf9 CI: Add a build of imgui_impl_vulkan.cpp with IMGUI_IMPL_VULKAN_NO_PROTOTYPES defined. (#4151, #3759, #3227) 2021-05-25 16:01:25 +02:00
ocornut
c2bf4abfa1 Internals: Added ImTextCharToUtf8() helper. Added "out_" markers in more UTF-8 functions. Metrics: Fonts: Fixed display of EllipsisChar by feeding proper utf-8. 2021-05-25 13:37:27 +02:00
ocornut
3a941f95e9 Metrics, Demo: moved font details display to metrics code. (#4171) 2021-05-25 13:37:27 +02:00
ocornut
e31d13fa76 Version 1.84 WIP 2021-05-25 13:36:53 +02:00
ocornut
556689591c Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
Expecting this to somehow cause another issue but we will fix it when it comes.
2021-05-24 23:46:25 +02:00
ocornut
1b435ae3e0 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-05-24 17:49:20 +02:00
ocornut
ad5d1a8429 Version 1.83 2021-05-24 17:39:25 +02:00
Vladimir Davidovich
142c866bd9 Backends: WebGPU: Support draw_data->FramebufferScale (#4163) 2021-05-24 17:12:23 +02:00
ocornut
88a24fb896 Fix build with IMGUI_DISABLE_DEMO_WINDOWS 2021-05-24 15:42:26 +02:00
ocornut
029c83c73e Combos: Changed the combo popup to use a different id to also using a context menu with the default item id. (#4167) 2021-05-24 15:09:39 +02:00
ocornut
c708299ca9 Docs: Improvements to description of using colored glyphes/emojis. (#4169, #3369) + Add Fonts to Metrics. Removed IMGUI_HAS_TABLE markers. 2021-05-24 13:07:26 +02:00
ocornut
8877eab393 Docs: Describe IMGUI_DISABLE_FILE_FUNCTIONS in imconfig (#3628, #2734) 2021-05-21 18:44:22 +02:00
ocornut
b474bff6c6 Nav: Fixed single frame CTRL+Tab from properly enabling the menu layer of target window if it doesn't have other active layers. 2021-05-21 18:39:17 +02:00
ocornut
5d77b6f274 Docs: update links, sponsors 2021-05-21 15:24:57 +02:00
ocornut
105d82d134 Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. Tweak rendering and alignment of dock node menu marker. (#4130)
+ Fix ~0 in EndFrameDrawDimmedBackgrounds() which is obsolete way of signifying "all round corners".
2021-05-20 18:14:16 +02:00
ocornut
45f5ed52c1 Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) 2021-05-20 15:00:36 +02:00
ocornut
86c2b609ef Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2021-05-19 19:05:01 +02:00
ocornut
fd06dc511f Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124] 2021-05-19 19:03:15 +02:00
ocornut
4181ccceea Backends: WebGPU: Fix build, amend 3c72e51. (#3761) 2021-05-19 18:50:31 +02:00
thedmd
3c72e5142b Backends: Replace direct access to TextureId with GetTexID() call in ImDrawCmd. (#3761) 2021-05-19 18:39:18 +02:00
warriormaster12
2cdfcb8fd2 Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (#4151, #3759, #3227) 2021-05-18 15:08:04 +02:00
ocornut
e7e170c534 InputText: Internal renaming to use our own types to clarify code a little bit. 2021-05-18 14:48:54 +02:00
ocornut
26a1bbfe1e InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password is used. (#4155, #4156) [@michael-swan] 2021-05-18 14:46:25 +02:00
ocornut
41030cbfe2 Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138) 2021-05-16 20:37:38 +02:00
Basil Fierz
83bdfef8e0 Backends: WGPU: update to latest specs. (#4116, #3632)
Merged 13 commits.
2021-05-16 19:09:22 +02:00
ocornut
4ce6bd8cff Tables: sharing splitter and sort buffers between tables, reducing memory footprints. (#3740)
+ GC pass on that data.
2021-05-07 20:49:52 +02:00
ocornut
32c453ae53 Tables: sharing transient buffers between tables, reducing memory footprints. (#3740) 2021-05-07 20:49:52 +02:00
Mertcan Davulcu
cbcd89152b Backends: Android: Tweaks. (#4034) 2021-05-07 17:43:42 +02:00
Hattrick HttrckCldHKS
a8dcab8e2a Backends: DX9: Fix potential resource leak (#4093) 2021-05-07 15:17:24 +02:00
ITotalJustice
ea9122b0ac Examples: add backends include path in readmes. (#4106) 2021-05-07 15:12:09 +02:00
Bartosz Taudul
4c9f0cec27 Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091)
Squashed 3 commits.
2021-05-06 17:27:19 +02:00
ocornut
84545dbe6f Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
(e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
2021-05-06 13:04:35 +02:00
ocornut
31290807dc Merge branch 'master' into docking
+ fix warning fix for mingw+dx9
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	imgui.cpp
2021-04-30 22:52:46 +02:00
ocornut
393941ceea Refactor focusable/tabbalbe item registration toward allowing to handle it prior to clipping (not yet the case) (#343, #4079)
Now performed in ItemAdd(). It can't be trivially moved above clipping effectively because it would require us to scroll to be useful, meaning we'd be better off locking the bounding box a frame earlier. Still wip.
As-is this commit has no value for end-user, but it's a reengineering that moves us closer to the solution. + Internals: moved internal flags.
2021-04-30 22:40:02 +02:00
ocornut
2c3f25d2d9 Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787) 2021-04-30 21:49:40 +02:00
ocornut
9b90639577 Internals: ItemFlags is a shared resource as advertised. Fix Begin/PushItemFlags/End sequence (mostly for consistency) 2021-04-30 21:34:17 +02:00
ocornut
10a1c5b021 TestEngine: fixed wrong flags passed to ItemInfo queries. Was luckily/misleadingly not causing issues as the test-engine flags we tested were upper bits not colliding with the other type.
Moved those flags higher as well. (unrelated to the fix itself)
2021-04-30 19:32:41 +02:00
ocornut
788e91aece Fixes for MSVC static analyzers (wider range of versions). (#3938, #4073) + warning fix (#4089) + comments. 2021-04-30 18:21:07 +02:00
ocornut
89162a04f4 Fixes for PVS Studio and MSVC static analyzers. Using a macro to suppress single-use MSVC false positives. (#3938, #4073) 2021-04-29 21:20:32 +02:00
ocornut
d28535f351 Fixes for Visual Studio 2019 static analyzers. (#3938, #4073) + two minor edge case were invalid scalar input (e.g. a sign only) would return buffer as modified. 2021-04-29 17:10:27 +02:00
ocornut
2dec7b3301 InputText: Align caret/cursor to pixel coordinates. (#4080) 2021-04-27 13:31:32 +02:00
ocornut
7cdb3850e7 CI: test with ImTextureID as pointer to catch accidental reuse of const (#4060) 2021-04-26 10:18:28 +02:00
Nick Lange
04e98fbe6b Remove const qualifier on ImTextureID local (#4060)
When defining ImTextureID to a type such as Texture*, the const-qualifier here stops us from using the texture ID. const Texture* is not valid to be pushed as a texture ID anymore.
2021-04-26 10:15:55 +02:00
Jarhmander
7b8932554e Backends: Win32: Change the case of XInput.h include, so it cross-compile nicely on unices. (#4074) 2021-04-26 09:29:38 +02:00
ocornut
b493cae8c9 Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787) 2021-04-23 19:17:20 +02:00
Rokas Kupstys
21428ad3f4 Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. (#370) 2021-04-23 18:50:46 +02:00
ocornut
4540177ce7 Nav: clear activeid on menu toggle (so pressing Alt leaving an InputText will steal ActiveID. Previously wouldn't not, but ButtonBehavior() hover logic would not show Menu layer item as hovered when ActiveId != 0). (#787)
(Adjacent to #370)
2021-04-23 18:50:46 +02:00
ocornut
e61e8aea9c Nav: clear navid in NavInitWindow() when window is marked with ImGuiWindowFlags_NoNavInputs. (#787)
(no expected side-effects, maybe consistency, but those NavLastIds[] values would likely have been 0 already)
2021-04-23 18:50:46 +02:00
ocornut
daf97832f1 Internals: Nav: renaming. 2021-04-23 18:39:08 +02:00
ocornut
06545c4f2a Backends: DirectX9: explicitely setting up more graphics states to increase compatibility with unusual non-default states. (#4063)
Added D3DRS_FILLMODE, D3DRS_ZWRITEENABLE, D3DRS_RANGEFOGENABLE, D3DRS_SPECULARENABLE, D3DRS_STENCILENABLE, D3DRS_CLIPPING. Reordered some to match order in DX9 headers.
2021-04-23 18:39:07 +02:00
ocornut
bfc4a3347a Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag + tools in metrics. 2021-04-22 16:21:29 +02:00
ocornut
33cdbe97b8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-04-19 20:05:59 +02:00
rokups
6d53884487 Backends: OSX: Fix keys remaining stuck in pressed state when CMD-tabbing to a different application. (#3832) 2021-04-19 15:15:23 +02:00
ocornut
25fbff2156 ImDrawList: Revert alteration of normal scaling threshold, for now prioritize preserving property of limiting extents. (#4053, #3366, #2964, #2868, #2518, #2183)
Amend fdda8b8
2021-04-19 14:58:54 +02:00
ocornut
fdda8b8c12 ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183) 2021-04-19 14:03:21 +02:00
ocornut
936f53229d Internals: maintaining focus order inside windows + only storing root windows in WindowsFocusOrder[] array. (toward #2304) 2021-04-16 19:28:24 +02:00
ocornut
770f9daab3 Tables: Better preserve column data (mainly widths) when columns count changes. (#4046) + .ini skips columns with no data. 2021-04-16 18:30:11 +02:00
ocornut
34d4bc620d Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2021-04-15 19:57:52 +02:00
thedmd
690a90bd35 Make PathArcTo accept counter-clockwise angles (#4030, #3491) 2021-04-15 16:09:38 +02:00
ocornut
5fed6bdc72 Demo: Improved popups demo and comments. 2021-04-15 15:58:12 +02:00
ocornut
7c9c5dbe9a Internals: Added ImFloorSigned() + use our own ImFloorSigned() for stb_truetype, compared as matching output for variety of font data. (#2884) 2021-04-15 14:27:45 +02:00
ocornut
858ea17eba Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when entering the rendering function. (#4045) 2021-04-15 13:29:42 +02:00
duddel
05a20ca738 Examples: Android: Make Android build compatible with Gradle 7.0. (#3446) 2021-04-15 12:36:06 +02:00
ocornut
76902c482f Changelog: added docking+entries from 1.72 to 1.82 to increase their visibility. 2021-04-14 19:31:40 +02:00
ocornut
b957300260 Documentation tweaks (#4042) 2021-04-14 15:46:55 +02:00
ocornut
e5efa01920 Docking: Fix window menu button. Broken by 3f16a52 (#4043)
Worked on single-frame click.
2021-04-14 14:35:11 +02:00
ocornut
3f16a524c8 Docking: move NavWindow to SelectedTabId application lower to leave a chance for in-between code to alter focus. + store per-node window menu button id to simplify usage. 2021-04-13 18:45:08 +02:00
ocornut
646c873598 Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame. 2021-04-13 16:12:14 +02:00
ocornut
e87dd0e65d Docking: Fixed multiple simultaneously reappearing window from appearing undocked in their initial frame. 2021-04-12 19:47:37 +02:00
ocornut
539de4387b Docking: Fixed restoring of tab order within a dockspace or a split node.
(tests in "docking_tab_order")
2021-04-12 16:51:05 +02:00
ocornut
d6a5cc7934 Metrics: hotfix (fix 6ba13349 + f08566b4, #4005) 2021-04-07 17:57:14 +02:00
Rokas Kupstys
bcdc8bcc4b Examples: Vulkan: Update GPU selection to pick discrete GPU if available, or use first GPU otherwise. (#4012)
Fixes examples failing on optimus laptops with integrated graphics not supporting Vulkan.
2021-04-07 14:39:01 +02:00
ocornut
c283a1da5b Fixed clipping of multi-line value text when label is single-line + Fixed vertical alignment of single-line value text when label is multi-line. (#4004) 2021-04-06 18:35:06 +02:00
ocornut
92b7b1f72b Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010) 2021-04-06 17:51:21 +02:00
Peter Kristensen
5f45047fb6 Update example makefiles to check the new homebrew paths (#4003)
Homebrew on Apple Silicon (i.e. Macbook Air/Pro M1) use `/opt/homebrew` instead of /usr/local.
2021-04-06 12:46:09 +02:00
Sam Jones
71dda216ef Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) 2021-04-06 12:39:47 +02:00
Doug Binks
f08566b4d7 InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) 2021-04-06 12:00:52 +02:00
TotalCaesar659
feb8b1e32d Update URLs to HTTPS (#4011) 2021-04-06 09:16:35 +02:00
ocornut
00d570e280 Added OpenPopup() ImGuiID overload (#3993, #331) 2021-04-01 17:18:18 +02:00
ocornut
65cd14502c Fix popup positioning, broken by 84e6fe4. (#3991, #3982) 2021-03-31 19:10:12 +02:00
ocornut
f0fc822837 Fix popup positioning, broken by 84e6fe4. (#3991, #3982) 2021-03-31 19:09:08 +02:00
ocornut
6ddcdbe3e8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2021-03-31 16:41:17 +02:00
ocornut
2403ed92a3 Added build/ to gitignore (#3027), Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988, #3884] + added batch file for SDL+Vulkan. 2021-03-31 16:19:44 +02:00
ocornut
3c7177c6a7 Internals: storing WindowsHoverPadding in context for external access. + Docs update binaries 2021-03-31 16:06:36 +02:00
ocornut
9251eac585 Docking: fix undocking from tab-bar by moving mouse horizontally, amend 3ed07a8 + d705192.
Automation system may drag e.g. right-most tab far left (and vice-versa) and one frame and our current logic would fail at it.
2021-03-30 19:01:37 +02:00
ocornut
45c45d2506 Internals: shallow tidying up of the old resize border structure. Make them match the ImGuiDir order. Split GetWindowResizeID() into GetWindowResizeCornerID() and GetWindowResizeBorderID(). 2021-03-30 16:44:47 +02:00
ocornut
3ed07a8f0b Docking: removed io.ConfigDockingWithShift option. (#2109) 2021-03-30 15:00:16 +02:00
ocornut
0e0a783b8c Docking: fix undocking from tab-bar by moving mouse horizontally, broken by d705192. 2021-03-30 14:52:10 +02:00
ocornut
84e6fe4fc7 Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061) 2021-03-29 19:45:55 +02:00
ocornut
951c84969b Popups: fix comment about OpenPopupOnItemClick(). (#3981) 2021-03-29 15:49:40 +02:00
Chris Ohk
eab3ae473c Fix warning message C4100 (#3974)
- warning C4100: 'fmt_out_size': unreferenced formal parameter
2021-03-27 17:11:57 +01:00
ocornut
5991851eb9 Docking: DockSpace() returns its node ID + adding branch changelog. 2021-03-26 18:40:19 +01:00
Nikolai Wuttke
c6c15a44fa Examples: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) 2021-03-26 13:30:35 +01:00
Rokas Kupstys
a4adf60576 Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837). 2021-03-26 12:49:56 +01:00
ocornut
1dcd3a45cc ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973)
Courtesy of @squadack
2021-03-26 11:34:07 +01:00
ocornut
b79b1cb9c0 TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.
Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)
2021-03-25 19:17:30 +01:00
ocornut
688e06490e TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.
Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)
2021-03-25 19:16:24 +01:00
Rokas Kupstys
d7051928d9 TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.
Fixes tab reordering in test engine when using fast mode.

# Conflicts:
#	imgui_widgets.cpp
2021-03-25 19:15:36 +01:00
Rokas Kupstys
475c0fcc39 TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.
Fixes tab reordering in test engine when using fast mode.
2021-03-25 19:12:49 +01:00
ocornut
b305953bd1 Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967) 2021-03-25 17:13:25 +01:00
ocornut
e7577d570e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-03-25 16:57:01 +01:00
ocornut
a58271c079 Internals: extracted a more reusable BeginViewportSideBar() out of BeginMainMenuBar(). (#3966, #3518)
Complement ca34c81c in docking branch which removed assumption that we can't tell size ahead of Begin().
2021-03-25 16:20:42 +01:00
ocornut
ca34c81ce9 BeginMainMenuBar(): remove expectation that we don't know menu bar height ahead, allowing up to generalize placement in any direction (will be done in master)
Amend 75de34e281
2021-03-25 15:21:23 +01:00
ocornut
aa5431fde2 Tables: Expose TableSetColumnEnabled() in public api. (#3935) 2021-03-24 14:36:01 +01:00
ocornut
6f360d6040 Examples: Win32: using a more explicit loop for PeekMessage polling to make the code easier to copy and paste and less error-prone. 2021-03-23 18:22:27 +01:00
ocornut
1491d2c916 Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) 2021-03-23 16:48:10 +01:00
Nikolai Wuttke
186b734db0 Backends: SDL2: Extend global mouse pos availability check (#3950) 2021-03-22 15:08:13 +01:00
John Asper
6d3a980f38 Backends: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957)
If using Vulkan backend and either vertex_size or index_size is not aligned to VkPhysicalDeviceLimits::nonCoherentAtomSize, then the call to vkFlushMappedMemoryRanges in ImGui_ImplVulkan_RenderDrawData will result to validation error.
2021-03-22 12:41:45 +01:00
ocornut
59da01901e Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing. Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
CalcNextScrollFromScrollTargetAndClamp() fixed snapping edge calculation missing ScrollbarSizes.y
2021-03-19 16:58:23 +01:00
ocornut
085cff2fe5 Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) 2021-03-18 18:16:49 +01:00
ocornut
6e4770ea5c Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
Ref https://vulkan-tutorial.com/Drawing_a_triangle/Swap_chain_recreation#page_Suboptimal-or-out-of-date-swap-chain
2021-03-18 18:12:52 +01:00
ocornut
61a0908713 Tables comments + Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to workaround/fix state restoring issues. . (#3857) 2021-03-18 18:04:52 +01:00
ocornut
412d6f7efe Fixes zealous MSVC static analyzers warnings (#3938)
Other unfixed as I'm not happy with caving to false positives of every analyzers.
2021-03-18 16:10:25 +01:00
Rokas Kupstys
0c5b0c8b97 Internals: Add a way to request window to not process any interactions for specified number of frames. 2021-03-18 14:19:23 +01:00
Rokas Kupstys
b17bfdd6f4 Docking: Add support for split_outer in DockContextCalcDropPosForDocking().
Misc: Add FIXME regarding behavior of some window fields.
2021-03-18 12:21:47 +01:00
ocornut
81e0b18e38 Merge branch 'master' into docking 2021-03-16 16:10:29 +01:00
ocornut
b202fa9063 Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease further manipulations.
Kind of a welcome hack.
2021-03-16 16:01:12 +01:00
ocornut
a1a39c632a Version 1.83 WIP 2021-03-16 14:45:30 +01:00
ocornut
2231e1a369 Docking: Dockspace() never draws a background. (#3924) 2021-03-16 14:30:36 +01:00
ocornut
4bf646e4b0 Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be consistent with the compile-time default. (#3922) 2021-03-16 12:59:35 +01:00
Elias Daler
64aab8480a DragScalar: Add default value for v_speed argument in DragScalar(), DragScalarN(). (#3922) 2021-03-16 12:54:49 +01:00
ANF-Studios
ebe6ac5fb5 Improvements to minor mistakes in documentation comments (#3923) 2021-03-16 12:44:16 +01:00
ocornut
256594575d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-03-15 20:38:34 +01:00
ocornut
35b1148efb Version 1.82 2021-03-15 20:26:48 +01:00
ocornut
352f64697c Internals: rename legagy tab focus fields to TabFocusXXXX for clarity + removed one unnecessary FocusWindow() call. 2021-03-15 20:10:08 +01:00
ocornut
d94644261d Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
Renamed is_decimal to is_floating_point.
2021-03-15 12:21:37 +01:00
ocornut
287bd9b984 InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite. (#2863) 2021-03-12 18:23:30 +01:00
CheckmateAt7
cfe83c4b44 Removed deprecated flag stopping compilation (#3902) 2021-03-12 18:02:46 +01:00
Rokas Kupstys
1bc6f82091 Misc: added imgui.gdb and imgui.natstepfilter debugger helpers for gdb and msvc. 2021-03-12 17:03:16 +01:00
ocornut
0157502eab ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners. 2021-03-12 16:33:29 +01:00
ocornut
033dfd9d35 ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners. 2021-03-12 16:31:46 +01:00
ocornut
f1bf642e8f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	misc/debuggers/imgui.natvis
2021-03-11 16:32:14 +01:00
ocornut
fdc2324d9a Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' 2021-03-11 16:21:46 +01:00
ocornut
39432bfd9c Amend 0c93238a ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use general ImDrawFlags instead of ImDrawCornersFlags 2021-03-11 16:03:45 +01:00
Rokas Kupstys
c2d6d26139 ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use general ImDrawFlags instead of ImDrawCornersFlags 2021-03-11 16:03:32 +01:00
ocornut
8b9fedba28 Moved Obsolete function block lower in the file + obsoleted old SetScrollHere (->SetScrollHereY) 2021-03-11 12:16:52 +01:00
thedmd
e45847d99a Add version of PathArcTo() and PathArcToFast() with adaptive rendering quality. (#3491) 2021-03-11 11:23:55 +01:00
ocornut
8ed34af6f8 ImDrawList: clarified that PathArcTo()/PathArcToFast() cannot take radius < 0.0f. (#3491) + changed poor-man ceiling in _CalcCircleAutoSegmentCount() to use 0.999999f to reduce gaps
Previously it sorts of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
2021-03-11 10:51:20 +01:00
C.Even
a3ebd160cb Fix unused variable warning in ImGui::EndListBox() (#3897) 2021-03-11 10:04:50 +01:00
ocornut
4b9bc49020 Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin(). 2021-03-10 17:10:07 +01:00
ocornut
6ba1334903 Nav: internals: renaming ImGuiInputSource so it is not specific to nav. Comments. 2021-03-10 16:36:39 +01:00
Rokas Kupstys
01a2bac7d5 DrawList: Replace "bool close" in drawing functions with flags. 2021-03-10 12:57:01 +01:00
ocornut
a64e0eb3a4 Nav: merged SetNavID() and SetNavIDWithRectRel() to improve sanity, moved flags overwrite off them. (#787) 2021-03-09 17:21:01 +01:00
ocornut
1c9cc7c117 Nav: tweaks so docking can use same code. NavRestoreLayer restore nav id but Menu key typicallys clears it for menu layer (+ less relying on _ChildWindow flag). 2021-03-09 16:57:13 +01:00
ocornut
4bb5a36f90 Nav: do not clear per-window NavId when window reappears. Process NavInit regardless of current highllight state. Consistently set g.NavLayer in SetNavID(). (#787) 2021-03-09 12:39:18 +01:00
ocornut
954b06afe2 Drag and Drop: can use BeginDragDropSource() for other than the left mouse button (#1637, #3885)
As long as the item has an ID (for ID-less items will add new functionalities later.
Amend 2c3c5125
2021-03-08 15:50:53 +01:00
ocornut
e842b196df Amend sanitization of format strings. Support ' without stb_printf. Simpler loops, will also be used for ImStrv branch. (8ee77f1) (#3604)
Widgets: Sliders: Fix a bug where numbers after format specifier (eg. %d123) would cause RoundScalarWithFormatT() return incorrect value.
2021-03-05 18:27:35 +01:00
Rokas Kupstys
8ee77f1b65 Widgets: Sliders: Skip custom stb_sprintf.h format flags (', #, _) in RoundScalarWithFormatT() as they break ImAtof()/ImAtoi() and cause Drag*()/Slider*() widgets display incorrect values. (#3604)
Widgets: Sliders: Fix a bug where numbers after format specifier (eg. %d123) would cause RoundScalarWithFormatT() return incorrect value.
2021-03-05 18:06:54 +01:00
ocornut
d5a4d53000 Viewports, Backend: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch (ok in master), GLFW: Fix application of WantSetMousePos. (#1542, #787)
Shows how little this feature is used with nav (was designed for small devices and frankly may be dropped) - but the backend support itself we will make use of for other features.
2021-03-05 17:22:22 +01:00
ocornut
705f082674 Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop->RootWindow.
Why?  So by default RootWindow matches user expectation on both branches, and RootWindowDockTree is more intentful.
(Actually should reduce diff between master<>docking)
2021-03-05 16:24:29 +01:00
ocornut
80533ea5e1 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2021-03-05 16:04:15 +01:00
ocornut
fdebb2e093 Internals: removed HoveredRootWindow, tweak IsWindowHovered(). 2021-03-05 15:56:59 +01:00
TAiGA
f5bc5e8630 Freetype: Enable FreeType bitmap glyphs. (#3879) 2021-03-05 14:25:27 +01:00
ocornut
ee643b2ad9 IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using either... (#3851, #1370)
...when the hovered location is located within a child window, e.g. InputTextMultiline().
This is intended to have no side effects, but brace yourself for the possible comeback..
This essentially makes IsItemHovered() not accept hover from child windows, but EndChild/EndGroup are forwarded.
More or less should fix/revert c76f014292 which was a revert of 344d48be3
2021-03-04 19:59:59 +01:00
Rokas Kupstys
b53b8f58df Demo: Use correct string formats on non-windows platforms.
(amended)
2021-03-04 18:40:46 +01:00
ocornut
3e6dfd3c1a ImDrawList: AddImageRounded() compare texid from cmdheader as with other functions. + Made the ImGuiMemAllocFunc / ImGuiMemFreeFunc consistent with our other typedefs (#3836) 2021-03-04 14:29:01 +01:00
ocornut
8dd692c29c Android: Amend backend and examples with minor consistency tweaks. (#3446) 2021-03-04 11:07:03 +01:00
duddel
fb85c0341b Add Android backend and example (#3446) 2021-03-04 10:35:44 +01:00
ocornut
d8c88bd943 Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
ImSpanAllocator: Support for alignment.
2021-03-04 09:52:03 +01:00
ocornut
1ddaff83d8 Demo: Tweak inputs display. 2021-03-03 18:45:52 +01:00
ocornut
662535f357 Backends: DX9: Fix handling of colored textures (#3844, #3868) 2021-03-03 18:34:07 +01:00
ocornut
6aee4bcdc5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-03-02 18:27:07 +01:00
ocornut
25679a411e Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) 2021-03-02 18:23:08 +01:00
ocornut
4537d98d46 Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3369, #3844) 2021-03-02 15:04:34 +01:00
Xiliusha
eb57484935 Backends: DX9: add missing IMGUI_USE_BGRA_PACKED_COLOR support. Remove dinput.h headers. (#3844) 2021-03-02 15:04:34 +01:00
ocornut
23ab4978e4 ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369, #3844) 2021-03-02 15:04:34 +01:00
ocornut
b794ecc079 Internals: Docking: some renaming. 2021-03-02 12:12:38 +01:00
David Maas
732cd837a9 Added missing IMGUI_API to internal docking-related structs. (#3850) 2021-02-27 21:15:38 +01:00
Rokas Kupstys
839ecce571 Internals: Add a way to request window to not process any interactions for specified number of frames. 2021-02-25 15:12:53 +01:00
chirsz
cdf1926f21 Fix a typo in the demo text (#3840) 2021-02-25 13:33:47 +01:00
omar
5aaab7424f Update FAQ.md 2021-02-25 13:10:02 +01:00
ocornut
760c394707 Added links to Discussions. Closed Discord, yeah! (#2748) 2021-02-25 00:47:37 +01:00
ocornut
3776ba565f Internals: TabBar: minor tweaks and renaming. 2021-02-24 19:40:15 +01:00
ocornut
6f4b9c65ae Added commentary about DLL boundaries. Added GetAllocatorFunctions(). Tidying up. (#3836) 2021-02-24 19:38:39 +01:00
Rokas Kupstys
3f5bb5939a Examples: Fix MinGW detection in makefiles. Fix example_null build due to missing IME input libs. (#2590) 2021-02-24 17:18:53 +01:00
ocornut
9b32f7bf2d Fix example_null Makefile for Mingw (#2590) 2021-02-22 14:44:06 +01:00
ocornut
edf135c18d Win32+MinGW: Re-enabled IME functions by default even under MinGW. (#2590, #738) 2021-02-22 14:39:44 +01:00
David Maas
ece854564a Log/Capture: Added LogTextV, a va_list variant of LogText. (#3828) 2021-02-22 11:58:51 +01:00
ocornut
a8f76c23a4 Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible area (e.g. when window is collapsed and moved in a corner)to facilitate moving the window away. (#3825) 2021-02-18 17:23:10 +01:00
ocornut
0ecdf8167c DragScalar: Fixed crash when using DragScalar() directly with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369] 2021-02-18 16:12:41 +01:00
ocornut
c154629152 Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() helper. (#2766, #3447)
Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
2021-02-18 16:04:11 +01:00
ocornut
3ec14186cb Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213) 2021-02-18 14:11:14 +01:00
ocornut
a4e4f57cb0 Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated Docking/Viewports part of Changelog (e.g. removed bits that are now already in master, clarified some added bits) 2021-02-18 12:55:10 +01:00
ocornut
ffa863a3ba Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
2021-02-18 11:41:27 +01:00
ocornut
6a161b8789 Examples: Reworked setup of clear color to be compatible with transparent values. (#2693, #2764, #2766, #2873, #3447, #3813, #3816) 2021-02-18 11:38:41 +01:00
ocornut
bda12e5fdd Backends: Rework blending equation to preserve alpha in output buffer accross all backends. (#2693, #2764, #2766, #2873, #3447, #3813, #3816)
Some of the viewport ideas from #2766 are not in there yet (e.g. Vulkan: setting compositeAlpha based on cap.supportedCompositeAlpha)
2021-02-18 11:38:41 +01:00
ocornut
27a5bdb916 Backends: Win32: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+ Added other helpers for reference (unused currently, other features will want them)
2021-02-17 19:41:41 +01:00
ocornut
fb15d8c858 Improve on automatic circle segment count calculation. (#3808) Amends 2021-02-17 14:22:31 +01:00
thedmd
f107693d9b Improve on automatic circle segment count calculation. (#3808) 2021-02-17 12:55:39 +01:00
ocornut
b47aa46d81 Tables: TableSetupColumn() user id uses ImGuiID as intended (typedef ImU32). internals: added GetCurrentTable(), LeftMostEnabledColumn. Demo/docs tweaks. 2021-02-17 12:18:22 +01:00
Rokas Kupstys
9576dfd5e7 CI: Use workflow_run to trigger scheduled builds and static analysis.
Scheduled builds now are triggered by a dummy "scheduled" workflow that is invoked by the timer. This gives forks an ability to disable scheduled builds while maintaining ability to perform CI builds in forked repository. Similarly static analysis is invoked on completion of "build" workflow, ensuring analysis is performed with every build. Also should build workflow triggers change, we do not need to replicate same changes in static analysis workflow file.
2021-02-16 14:39:16 +01:00
ocornut
30b7545841 Version 1.82 WIP 2021-02-15 18:10:14 +01:00
ocornut
3d75f438bc Docking: Made close button enable logic consistent on dockspace. When no docked window have a close button or it is disabled on the node, the space is given to tabs.
Clarified close_button_is_visible vs close_button_is_enabled behavior in DockNodeUpdateTabBar().. (#3633, #3521)
Reduced alpha of disabled close button a little bit further.
Removed 'EnableCloseButton' which was actually unused (can't be infered early, need ->VisibleWindow anyway, which is not == ->ActiveWindow)
2021-02-12 21:17:31 +01:00
ocornut
61b19489f1 Made a change to CalcWindowSizeAfterConstraint() which MSVC optimizer seems to trip on. (read on)
We seldomly modify a local ImVec2 passed as parameter. This should be perfectly legal but libigl stumbled on a what may be a MSVC optimizer bug?
Only seven function in the codebase modify as 'ImVec2 parameter' but this is the only static one (and fairly small that is) which may tempt optimizer to perform optimizations over caller-callee boundaries?
While we can't explain it fully yet and I assume it may haunt us back someday. Might also be chain reaction from some unobvious UB but can't see it right now...
Link: https://github.com/libigl/libigl/issues/1669
2021-02-12 16:34:22 +01:00
Adam Kewley
7180e9ac66 Remove redundant GetMainViewport decl in imgui.h (#3801, #3800) 2021-02-11 10:03:14 +01:00
ocornut
239d09804d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-02-10 21:28:16 +01:00
ocornut
4df57136e9 Version 1.81 2021-02-10 21:16:58 +01:00
ocornut
647a308ad3 Backends: GLFW: Add ImGui_ImplGlfw_InitForOther() instead of ImGui_ImplGlfw_InitForWebGPU() so it can be used for e.g. DX11. (#3632)
Amend dff0044
2021-02-10 17:27:33 +01:00
ocornut
04f7ea818d Viewports: Setting the new (currently dummy) flags on viewports. (#3789, #1542, #3680, #3350, #3012, #2471)
Amend the merging of f14042ca78 (merge ee59d7a266)
2021-02-10 16:42:22 +01:00
ocornut
ee59d7a266 Merge branch 'features/viewport_in_master' into docking (WIP need adding code for new ImGuiViewportFlags values)
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-02-10 16:34:17 +01:00
ocornut
f14042ca78 Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
Viewports: Backport a few constructs from 'docking' branch.
Viewports: Added ImGuiViewportFlags_IsPlatformWindow, ImGuiViewportFlags_IsPlatformMonitor, ImGuiViewportFlags_OwnedByApp (none of them were in docking branch yet). ImGuiViewportFlags_IsPlatformMonitor is merely there to convey future intent, not yet used.
Reduce uses of io.DisplaySize.
MainMenuBar: Backport work area handling code from 'docking' branch.
Metrics: Backported "Viewports" debug visualizer from 'docking' branch.
Demo: Rework 'Examples->Fullscreen Window'.
Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
2021-02-10 16:09:53 +01:00
Oleh Prypin
3b4d3a9b73 Simplify CI scripts (#3764)
* Deps paths through https://docs.github.com/en/actions/reference/workflow-commands-for-github-actions#setting-an-environment-variable
* Use heredocs for pasting source code
* Remove fetch-depth arg, it's the default
* Merge the `brew install`s, it's simpler and maybe even faster
2021-02-10 16:08:46 +01:00
ocornut
3607c42bec Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
Revert 6bc52667
Showing inferred order and missing flags in metrics.
2021-02-10 14:31:23 +01:00
ocornut
2a5eaf239f Misc tweaks - mostly toward minimizing diff in upcoming backport merge of a few viewport structures in master 2021-02-10 14:28:04 +01:00
ocornut
6f5f80a544 Fix for compiling imgui_internal.h without operators + made GetWorkRect() consistent with clamped WorkSize. 2021-02-09 14:08:48 +01:00
ocornut
7a516a266d Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2021-02-09 13:17:24 +01:00
ocornut
73ccb7e4b8 Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch. 2021-02-09 13:15:01 +01:00
ocornut
1a3af8cb4c Viewports: trying to treat GetMainViewport() as const. Reducing unnecessary casts of ImGuiViewportP*
Metrics: readded root Drawlists node in metrics to match master.
The (void*) casts are implying const-casst but currently left GetMainViewport() as returning non-const.
2021-02-09 13:15:01 +01:00
ocornut
862bfc53d3 Viewports: Moved in own section of imgui.h ahead of merging a small part of viewport interface to master. 2021-02-09 11:47:55 +01:00
ocornut
56f7bdae99 ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert. Fixed PathArcToFast() handling of a_min > a_max. 2021-02-08 16:37:51 +01:00
ocornut
03038df1cc ImDrawList: fix divide by zero (for which result was unused but triggering on some archs/setup) added by f144c67676 (#3738) 2021-02-08 14:03:24 +01:00
ocornut
fa55b0cb60 Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept)
Use GetMainViewport() if stuck.
2021-02-05 16:14:47 +01:00
ocornut
b898281e3c Demo: Added 'Examples->Fullscreen Window' demo. (#3789) + repack and zero-clear ImDrawData. 2021-02-05 15:44:10 +01:00
ocornut
58a0a7058c Backends: Using SetTexID() consistently instead of assigning to ->TexID. May make the later obsolete eventually. 2021-02-03 18:30:26 +01:00
Basil Fierz
82a9b599ab Backend: webgpu: Fixes blending issue on Chrome 90+ and makes backend forward compatible with Emscripten 2.0.14 (#3632, #3770) 2021-02-03 16:35:11 +01:00
ocornut
03d74a293d ListBox: renamed ListBoxHeader>BeginListBox, ListBoxFooter>EndListBox. Added demo bits. 2021-02-03 16:33:22 +01:00
ocornut
6f6d4e0b70 ListBoxHeader: In version taking height in number of items, made vertical padding consistent regardless of if (items_count <= height_in_items) or not.
Demo: Tweaks.
2021-02-03 15:07:14 +01:00
ocornut
e5cbf60def ListBox: tweaked default height calculation. simplifying code internally (rework passing of full rect). Should have no visible side-effects + misc comments. 2021-02-03 14:54:56 +01:00
freddii
90a518c501 Fixed typos (#3782) 2021-02-03 12:37:32 +01:00
ocornut
d1a9efdd8f InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. Multiline: Fixed padding/cliprect not matching single-line version. (#3781)
Fixed FramePadding.y worth of vertical offset when aiming with mouse.
2021-02-02 16:30:57 +01:00
ocornut
22d9a61b33 Docking: fix gap in hit test hold when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733) 2021-02-02 15:16:46 +01:00
ocornut
a3f0393351 Menus: Fixed an issue with child-menu auto-sizing (issue introduced by 6af92b0) (#3779) 2021-02-02 13:06:51 +01:00
ocornut
929563c3a7 Log/Capture: Fixes for handling \n in strings. Improve the look of various widgets. Added LogSetNextTextDecoration helper. Fixup/amend dbaf74d75.
For now removed LogRenderedTextNewLine() - it is eventually desirable but currently carries too much ambiguities, so reverted until we have a better system and test suite.
2021-02-02 12:29:58 +01:00
Louis Schnellbach
dbaf74d758 Log/Capture: Fix various new line/spacing issue by using same render text position when there are both RenderText and LogRenderedText call in widget code.
Also Buttons are now enclosed in bracket
2021-02-02 09:38:57 +01:00
ocornut
9d576a96a5 Tables: added internal TableSetColumnEnabled() helper. Comments. 2021-02-02 09:23:40 +01:00
GamingMinds-DanielC
84e8802891 Docking: on node split, update memorized DockId for currently closed windows (#3716)
Amended by @ocornut with same fix in DockBuilderRemoveNodeChildNodes().
2021-02-01 17:56:20 +01:00
Erwin Coumans
4dec436161 SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) 2021-02-01 17:34:16 +01:00
ocornut
24be26e00e imgui_freetype: Add support for colored glyphs. Font: add support for untinted glyphs (#3369)
Amend 9499afd with missing static inline.
2021-02-01 16:32:26 +01:00
Petr Shurgalin
24aa6654df imgui_freetype: add support for colored glyphs with ImGuiFreeTypeBuilderFlags_LoadColor (#3369)
(squashed 4 commits)
2021-02-01 16:32:23 +01:00
ocornut
4622fa4b66 Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. (#3776)
his is in order for text wrapping to have enough space when provided width precisely calculated with CalcTextSize().x. Amend 7b0bf230.
Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
2021-02-01 12:49:18 +01:00
ocornut
577e7cb493 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-01-28 21:02:13 +01:00
ocornut
9499afdf5e imgui_freetype: clarify breaking changes, and add BuildFontAtlas() to be consistent with planned obsolescence. Rename mislabelled internal helper. Demo: clarify labels in nested table demo. (#3765) 2021-01-28 20:53:53 +01:00
ocornut
cff8162454 Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)
Cannot repro here but appears to a user on Linux. Fix may be not super solid.
2021-01-28 16:03:59 +01:00
ocornut
dff0044d4e Backends, Examples: Added support for WebGPU and corresponding example. Amend 5853fbd (#3632) 2021-01-28 15:40:31 +01:00
Basil Fierz
5853fbd68b Backends, Examples: Added support for WebGPU and corresponding example (#3632)
(Squashed 11 commits)
2021-01-28 11:37:46 +01:00
ocornut
6487860aae Backends: Vulkan: Rework support for custom function/symbol loader (#3759, #3227), add ImGui_ImplVulkan_LoadFunctions (amend 6001c54)
Making it a separate function allows to use/test this with our examples or any code using the VulkanH helper called before ImGui_ImplVulkan_Init()
2021-01-27 13:43:49 +01:00
Hossein Noroozpour
6001c54598 Backends: Vulkan: Support for custom function/symbol loader (#3759, #3227)
- It adds an optional feature to support dynamic linkage of Vulkan instead of using default linkage.
 - It is now possible to have several potentially working implementation and whenever the Vulkan library was available it can work.
2021-01-27 12:54:51 +01:00
Rokas Kupstys
066406b9be Backends: OSX: Fix mouse position not being reported when mouse buttons other than left one are down. (#3762)
# Conflicts:
#	docs/CHANGELOG.txt
2021-01-27 12:44:42 +01:00
ocornut
e28b51786e Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) rework local stacks to facilitate modifying current value without altering the stack.
May consider doing the same for ItemFlags and moving to g.ItemFlags...
2021-01-27 12:35:57 +01:00
ocornut
3867c6c5f0 Fonts: (Breaking) Rename ImGuiFreeType:: flags to ImGuiFreeTypeBuilderFlags_XXX. Remove ImGuiFreeType::BuildFontAtlas() flags. Rename ImFontConfig::RasterizerFlags to FontBuilderFlags. Add ImFontBuilderIO (opaque). Amend 53d59f3 with a dozen of small fixes. 2021-01-26 17:25:09 +01:00
Louis Schnellbach
9417acc20f Fonts: if IMGUI_ENABLE_FREETYPE, use library by default for font rasterization
Also renamed IMGUI_DISABLE_STB_TRUETYPE to IMGUI_ENABLE_STB_TRUETYPE
2021-01-26 17:23:11 +01:00
ocornut
6b32d0ebc7 Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no close button in the window. (#3731) 2021-01-26 16:07:41 +01:00
ocornut
a8d2d8ee97 Fixed uninitialized variable, amend f3f2578. (#3753) 2021-01-26 15:26:41 +01:00
Sammy Fatnassi
f3f2578e8f Internals: Added context hook removal support (#3580, #3626, #3753) 2021-01-26 15:24:01 +01:00
Sammy Fatnassi
376c88a864 Fixed some compile warnings with Clang on Windows (#3754) 2021-01-26 14:10:10 +01:00
ocornut
f139846750 Backends: Win32: dynamically load XInput library (amends) (#3646, #3645, #3248, #2716) 2021-01-25 16:30:44 +01:00
Kuanlan
633d1033af Backends: Win32: dynamically load XInput library (#3646, #3645, #3248, #2716) 2021-01-25 16:30:44 +01:00
ocornut
2ed47e5822 Version 1.81 WIP 2021-01-25 16:30:44 +01:00
Belinsky-L-V
695a4bd1a9 Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) 2021-01-25 15:11:43 +01:00
ocornut
f144c67676 ImDrawList: fixed AddCircle, AddCircleFilled buffer read overflow with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
Amend 051ce076. Maximum cached count becomes 63 instead of 64.
2021-01-25 14:59:09 +01:00
ocornut
bb26751b94 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-01-21 20:38:42 +01:00
ocornut
58075c4414 Version 1.80 2021-01-21 20:36:18 +01:00
ocornut
5178c3ce21 Tables: added ImGuiTableFlags_NoHostExtendX instead of using outer_size.x == 0.0f. Changed default outer_size to (0.0f, 0.0f). (#3605) 2021-01-21 16:20:31 +01:00
ocornut
3b409d2b68 BeginChild: half-fixed child window name longer than 255 conflicting, merely raised the limit by using our shared large buffer. Comments. 2021-01-21 12:36:47 +01:00
ocornut
6737037743 Tab Bar: fix 0ea4408 (#3414) 2021-01-20 19:35:10 +01:00
ocornut
74b3b7cf58 Added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). (#3737)
+ Offset ImGuiTableColumnFlags values.
2021-01-20 19:18:03 +01:00
ocornut
dc0f3d982c DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value + disabled experimental click-to-input on DragXXX functions. (#3737) 2021-01-20 18:36:21 +01:00
ocornut
ae0d2dd614 Tables: rework submission of content size and ideal content size to outer window (now using IdealMaxPos introduced in 6af92b0).
See Tests suite "table_reported_size_outer".
2021-01-20 11:38:46 +01:00
thedmd
f379dc28a3 ImBitArray: Rename ClearBits() to ClearAllBits() and add SetAllBits(). ImBitArraySetBitRange work on range [n..n2) instead of [n..n2] 2021-01-20 11:33:59 +01:00
ocornut
3fef132f62 Tables: Clear scroll value when reactivating scroll. Assert when passing width/weight to TableSetupColumn() without an explicit sizing policy at either table or column label.
Clearing scroll was initially made desirable by tests exhibiting side effects but generally feels saner.
table->UserOuterSize is poorly used in this commit but will be by subsequent commits.
2021-01-19 21:55:28 +01:00
ocornut
ebbb98d519 Docking: docked window honor tab and text colors by storing them. (#2771)
Later to lead into #2700 and #2539
Move tab submission block above in DockNodeUpdateTabBar(), not strictly necessary for this change as is, but useful if needing to apply override for TitleBg* as we'd need a value for node->VisibleWindow earlier than currently set.
2021-01-18 18:32:46 +01:00
ocornut
9e4956d86b Docking: added comments. added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
(Could probably do something similar with TabBarFlagsOverrideSet+Clear for #2700 later.)
2021-01-18 18:32:46 +01:00
ocornut
0ea4408fd4 Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. Followup to afa01d8. (#3414)
+ minor Table rename
2021-01-15 22:52:47 +01:00
ocornut
6af92b05bf Internals: Layout: maintain two content sizes, optionally writing to IdealMaxPos to distinguish used from ideal size, later is used for auto-fit. Unused in this commit, should be no-op. (#3414)
# Conflicts:
#	imgui.cpp
2021-01-15 22:52:42 +01:00
Bartosz Taudul
6470681d87 Use GitHub URL for Tracy Profiler. (#3721) 2021-01-15 22:39:27 +01:00
ocornut
388ca563db Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
2021-01-15 19:20:42 +01:00
ocornut
4d419d1211 Tables: fixed ColumnsAutoFitWidth for resizable fixed columns reporting ideal width. 2021-01-15 17:48:36 +01:00
ocornut
3e712631da Tables: more moving of code in EndTable(), should have no side-effect. 2021-01-15 14:20:24 +01:00
ocornut
626e3e2b3b Tables: fix reported inner-width for scrolling tables off by a small padding amount + moved code.
Makes not much difference for inner-scrolling but makes a difference when reported to outer-window.
2021-01-15 12:40:40 +01:00
ocornut
3edfc042ff Tables: Internals: Renaming, tweaks preparing ahead for trickier changes (should be all no-op). 2021-01-15 11:11:16 +01:00
ocornut
9e281c12a8 Tables: Fixed very small tables edge cases: inverted clip rect with freezing + scroll, missing borders. 2021-01-14 19:16:06 +01:00
ocornut
b0db741770 Demo tweaks. Moved Tabs to Widgets section. Added to Tables demo. Increased version following 00b35c08. 2021-01-14 11:59:33 +01:00
ocornut
00b35c081e Tables: (breaking) removed ImGuiTableColumnFlags_WidthAuto which now can be expressed as _Fixed + _NoResize. WidthRequest gets updated when RequestOutputMaskByIndex is set rather than Visible. 2021-01-13 18:42:02 +01:00
ocornut
8cea3e3ed3 Tables: fixed border straying out of rect when using ImGuiTableFlags_NoBordersInBody with small height. 2021-01-13 12:24:55 +01:00
ocornut
002ba1a69f Tables: comments, tweak. CollapsingHeader: comments. (#3715) 2021-01-13 10:07:59 +01:00
ocornut
feaa7ea003 Examples: Emscripten: Amend ba636c5. (#3705) 2021-01-11 18:46:23 +01:00
Horki
0f14dd9781 Examples: Emscripten: Add 'make serve' helper, move output to web/ folder. (#3705) 2021-01-11 18:46:23 +01:00
ocornut
31a2f0c164 Tables: fixed outer_width misreported to layout for use with SameLine when ScrollY is set but not ScrollX (#3704, #3414) 2021-01-11 11:31:50 +01:00
Matthijs Lavrijsen
e485d451d1 Backends: DX12: improve Windows 7 compatibility (#3696)
- Attempt to load d3d12.dll from local D3D12On7 paths before falling back to System32
- Do not statically import D3D12SerializeRootSignature
2021-01-11 11:07:43 +01:00
ocornut
36535514d5 Backends: DX12: Fix warning (#3706). Disable obsolete Tables enums, leave them commented out. Using _MSVC_LANG to enable offsetof() and static_assert() on VS2015.3+ 2021-01-11 10:54:52 +01:00
ocornut
70703da782 Merge branch 'master' into docking 2021-01-08 18:55:16 +01:00
ocornut
e18abe3619 Tables: (Breaking) Added ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp. Removed ImGuiTableFlags_SameWidths.
Simplified some code and clariffied that currently non-resizable = always revert to default (while waiting to untangle Fixed vs Auto and programmatic override not going through TableSetupColumn)
Whereas ImGuiTableFlags_SameWidths has some unusual handling of mixed Fixed/Stretch columns, we know treat them separately.
2021-01-08 18:40:52 +01:00
ocornut
0e3ba37e6d Tables: Tidying up. Shuffle some columns fields to facilitate debugging + comments + demo tweaks + metrics highlight. 2021-01-08 18:32:18 +01:00
ocornut
414f82254b Tables: (Breaking) rename ImGuiTableFlags_SizingPolicyFixed > ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch > ImGuiTableFlags_SizingStretchSame in prevision for new policies. 2021-01-08 18:10:55 +01:00
ocornut
8b5f3798e0 Tables: Moved demo chunks. Made right-most non-resizable same-width column hidden to alleviate the issue where they are off by 1 pixel. 2021-01-07 17:11:18 +01:00
ocornut
b11518d7d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2021-01-05 16:46:38 +01:00
thedmd
94a432275b ImDrawList: Internals: Add ability to scale anti-alias fringe. This enable users to keep geometry sharp while scaling vertex buffer content. 2021-01-05 16:34:11 +01:00
ocornut
9bcf77eb81 Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034) + fix some PVS warnings, fix typo, blanks.
Amend e28b1078
2021-01-04 19:15:20 +01:00
ocornut
7d5d5711c2 Backends: OpenGL2, OpenGL3: Backup and restore GL_SHADE_MODAL, GL_STENCIL_TEST, clear GL_NORMAL_ARRAY. Comments., (#3671, #3668) 2021-01-03 17:01:54 +01:00
ocornut
0a5f399805 Tables: Fix hiding column right after the frozen line. Fix hovering/resising column delimiter scrolled under frozen columns. (#3678) 2021-01-03 15:45:56 +01:00
ocornut
1c1d3b7ab5 Added 64-bit variants of CheckboxFlags() in imgui_internal.h. Improve assert on mismatched ListBoxFooter() call. Fix FAQ index. (#3687) 2021-01-03 15:45:56 +01:00
ocornut
8ec5daf35d Happy new year! 2021-01-03 15:42:32 +01:00
ocornut
fa963b9aaf Inputs: Internal: added SetItemUsingMouseWheel() and mechanism to request mouse wheel for both HoveredId and ActiveId. (#2891)
Based on @kudaba PR.
2020-12-25 18:22:34 +01:00
ocornut
eb88fee052 Tables: internal tidying up, calculate WidthAuto in first loop of layout + TableSetupColumn() with unspecified stretch weight leaves it at -1.0f (unset) rather than overrding default. Amend 3b3503e.
Both changes are intended to have no side-effects. Committed separately from upcoming commit for easier future bissecting.
Small demo fix.
2020-12-25 16:30:44 +01:00
ocornut
68faa16e1d Tables: report auto-fit width in EndTable(), extracted TableGetColumnWidthAuto(). fix minor flickering with IsPreserveWidthAuto (which is a debug feature still), moved some code. 2020-12-25 15:52:42 +01:00
ocornut
3573195112 Tables: (breaking) rename ImGuiTableFlags_ColumnsWidthStretch > ImGuiTableFlags_SizingPolicyStretch, ImGuiTableFlags_ColumnsWidthFixed > ImGuiTableFlags_SizingPolicyFixed in prevision for other policies. 2020-12-24 18:32:27 +01:00
ocornut
b015ea93fd Style tweaks, disabled default window rounding by default, reduced size of resize grip, made less prominent, increased WindowBg alpha in classic style.
TestEngine: Fixed Checkbox() not reporting its checkable state when clipped.
2020-12-24 18:31:51 +01:00
ocornut
3fbb928c9f Tables: explicit/custom width in TableSetupColumn() is reapplied when table or column becomes not resizable. Comments. 2020-12-23 12:14:55 +01:00
ocornut
956435768f Tables: (breaking) renamed ImGuiTableColumnFlags_WidthAutoResize to _WidthAuto., default to WidthFixed policy when host window has auto-resize.
Fix edge case with TableSetColumnWidth on small windows (amend 972ca816)
2020-12-23 11:39:15 +01:00
ocornut
7b53551032 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2020-12-22 17:17:49 +01:00
ocornut
d497f112e7 Tables: simplified and tidying up TableSetColumnWidth(), fixes resizing a fixed column surrounded by stretch column (manually or via auto-fit menu). TableHeader() showing highlighted when held. 2020-12-22 17:13:11 +01:00
ocornut
972ca8166f Tables: extracted code for TableGetMaxColumnWidth(), fixing "stuck" resize being lossy as it used an older calculation for it and didn't honor e.g. _NoKeepColumnsVisible 2020-12-22 16:40:52 +01:00
ocornut
1aa59f90d0 Minor API comments and tweaks, standardize index used in imgui.h. Tables: tweaked TableSetupColumn() assert to use IM_ASSERT_USER_ERROR(). 2020-12-22 15:30:26 +01:00
ocornut
2e48c2da81 Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018) + tables tweaks. 2020-12-21 19:42:37 +01:00
ocornut
4d8e839ddf Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(), ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). (#3127, #3664, #3665)
Renamed corresponding internal functions as well.
2020-12-21 17:13:36 +01:00
ocornut
550bfcfc59 Amend defce31 Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:30:10 +01:00
Aiekick
defce31c2e Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:25:14 +01:00
nyorain
a640698123 Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) 2020-12-21 15:53:42 +01:00
ocornut
ae63d56426 Tables: remove ImGuiTableFlags_NoHeadersWidth since it is so rarely used and can be specified on a per-column basis. 2020-12-18 19:03:47 +01:00
ocornut
532aa5a69b Tables: (breaking) change outer_size.x default value to -FLT_MIN, make outer_size.x == 0.0f act as ImGuiTableFlags_NoHostExtendX (#3605, ad83976b) when no scrolling and no stretch column. Which is more consistent.
Demo: moved "Compact table" to "Padding" section, makes more sense. Tweaked demo.
2020-12-18 17:51:50 +01:00
ocornut
22ace4438c Tables: clarify assumption that rendering of bg/borders in bg0/bg1 are cpu-clipped allowing frozen/unfrozen to share drawcmd + remove offset on outer borders of scrolling tables. 2020-12-18 14:33:16 +01:00
ocornut
30468829c2 Tables: Internal: Maintain InnerRect to further clarify some code. Renamed Bg1 fields to Bg2 (used by Selectable) as the other handles Bg0+Bg1. 2020-12-18 14:32:51 +01:00
ocornut
ad83976b35 Tables: Added ImGuiTableFlags_NoHostExtendX (#3605) marked as WIP, will probably rename.
Moved some code from BeginTable() to TableUpdateLayout() to late latch some of the required data.
2020-12-18 14:32:51 +01:00
ocornut
c4dbab8f5e Tables: reset all width apply to hidden stretch columns. Comments. 2020-12-16 17:12:21 +01:00
ocornut
1fb26d18c4 Tables: fixed seemingly unnecessarily copy of ImGuiTableColumnFlags_NoDirectResize_ which broken resizing from W3| in a F1 W3 F2 setup. Header only allow overlap on hover, not when active (amend f2df804f)
Otherwise TableUpdateBorders() tends to override mouse cursor.
2020-12-16 15:43:51 +01:00
ocornut
892b48e2d6 Tables: Lock contents width while resizing down an horizontal scrolling table. Headers declare ideal width regardless of clipping. Misc comments. 2020-12-16 13:04:49 +01:00
ocornut
bd899efbd0 Tables: fixed "resize to default" of multiple stretch column (added 3b3503e, broken 7a61f340).
Fixed a warning.
Storing RightMostStretchedColumn column for resizing code.
Avoid clearing RightMostEnabledColumn in BeginTable() so resizing code can potentially use it.
(Added regression tests for resize all to default imgui_dev)
2020-12-14 15:49:20 +01:00
ocornut
f2df804fcc Tables: four small fixes.
Fixed last item flags leaking to disabled column, affecting IsItemHovered(). (#3651).
Validate and fix invalid DisplayOrder data from ini file.
Allow TableHeaderRows() to function will missing TableSetupColumn() calls.
Made TableHeader() use AllowItemOverlap mode to allow submit subsequent item in same cell, since it covers the whole cell area.
2020-12-13 19:57:19 +01:00
ocornut
06e87014f2 Merge branch 'master' into docking
# Conflicts:
#	imgui.h
#	imgui_internal.h
2020-12-11 23:10:06 +01:00
ocornut
738606a294 Tables: added ImGuiTableFlags_SortTristate. Renamed ImGuiTableFlags_MultiSortable to ImGuiTableFlags_SortMulti. Removed now unused FlagsIn storage. 2020-12-11 23:01:09 +01:00
ocornut
cad8935bfd Tables: revert setting colum cliprect.max.x to WorkMax.x instead of Max.x at it complicates header code. Fix clipped sort arrow. (amend 17536f9a) 2020-12-11 21:31:55 +01:00
ocornut
bff1836922 Internals: added facility to hide windows from render without interfering with the HiddenFramesCanSkipItems/HiddenFramesCannotSkipItems fields which have effects on layout. Compact some fields.
Ideally we'd have a simpler system but it's not easy to make the capture system change to hook at the right spot. Will rework.
2020-12-11 14:37:58 +01:00
ocornut
1ad5502f18 Tables: Closer to zero-clear constructor. Lazily clearing name offsets to avoid an iteration in BeginTable(). Removed unused TableSetColumnIsEnabled(), signature went faulty anyway. 2020-12-10 19:45:20 +01:00
ocornut
76964a27ce Tables: moved TableNextRow(), TableBeginRow(), TableEndRow(), TableNextColumn(), TableBeginCell(), TableEndCell() to their own section. 2020-12-10 18:39:37 +01:00
ocornut
e6b875c09b Tables: Ditch old columns flags/setting if not called again. Displaying right-most border when using _SameWidths. Moving Width-related functions to their own section.
Effectively removed the TableFixColumnFlags() in first loop of TableUpdateLayout() to replace it with similar one but only when column not declared. I think this should be the right thing.
2020-12-10 18:33:33 +01:00
ocornut
3346544cf5 Examples: Fix batch files (amend b1a18d82, #3513), standardize them + DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. 2020-12-09 18:28:02 +01:00
ocornut
17536f9add Tables: more consistent use of CellPadding.x*2 and clip-rect on right-most side of non-bordered column + fix cellbg for standalone TableHeader call.
Using CellPadding.x on both sides when BorderV is off, generally most consistent and with default value (4,2) promotes at-glance visible spacing between non-bordered columns. Effectively double horizontal padding on non-bordered columns.
Made ClipRect.Max.x matches WorkMaxX which is where we'd like to go for windows themselves.
TableHeader() submit single cell bg color if not already submitted as a full header row.
Misc comments/docs updates.
2020-12-09 15:13:09 +01:00
ocornut
dd4ca70b0d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_demo.cpp
2020-12-04 19:22:15 +01:00
ocornut
9874077fc0 Merge branch 'tables' 2020-12-04 19:17:13 +01:00
ocornut
0b14dd9e55 Tables: fixed propagation of line height from outside the table. Added outer-width demo. 2020-12-04 19:15:27 +01:00
ocornut
6e38026627 Tables: changelog. removed TableGetHoveredColumn() from public API in favor of using TableGetColumnFlags(). renamed ImGuiTableSortSpecsColumn to ImGuiTableColumnSortSpecs. 2020-12-04 19:15:27 +01:00
ocornut
7a61f3407b Tables: support internal TableResetSettings(), clarify lifetime, fixed missing auto-fit on column unhidden after first run, fixed resize assert when changing column sizing policy to stretch mid-frame (before of -1.0f weight) 2020-12-04 19:15:27 +01:00
ocornut
b194df413c Tables: exposed status flags via TableGetColumnFlags(), removed TableGetColumnIsSorted()
Scoped width auto calc.
2020-12-04 19:15:27 +01:00
ocornut
984c4cb5f8 Tables: distinguishing per-column IsVisible from IsRequestOutput which is returned to user. Clarified clipping rules/requirements. Comments. 2020-12-04 19:15:27 +01:00
ocornut
f70bf69e3b Tables: comments and tweaks on TableUpdateLayout(). changed "apply final width" loop to use natural column order. 2020-12-04 19:15:26 +01:00
ocornut
155b8bb816 Tables: Shared menu item id for "Size all" variations. Avoid allocation on single sort specs. Fix TableGetColumnIsEnabled(). Massage TableHeaderRows(). 2020-12-04 19:15:26 +01:00
ocornut
e126a64782 Tables: using a typedef in internal code to specify column/draw channel index storage. 2020-12-04 19:15:26 +01:00
ocornut
6aa8388e9f Tables: index tweaks, fixed some inconsistent spacings. 2020-12-04 19:15:26 +01:00
ocornut
5877b9d722 Tables: moved TablePushBackgroundChannel(), TablePopBackgroundChannel(), TableDrawBorders() to their own section. 2020-12-04 19:15:26 +01:00
ocornut
5180025de5 Tables: moved + renamed TableSetupDrawChannels(), TableMergeDrawChannels() to their own section. 2020-12-04 19:15:26 +01:00
ocornut
b7c83e4bac Tables: moved TableGetSortSpecs(), TableGetColumnIsSorted(), TableFixColumnSortDirection(), TableSetColumnSortDirection() to their own section. 2020-12-04 19:15:26 +01:00
ocornut
d6b1f0d13d Tables: moved TableHeadersRow(), TableHeader() to their own section. 2020-12-04 19:15:26 +01:00
ocornut
592fc69054 Tables: moved TableDrawContextMenu(), TableOpenContextMenu() to their own section. 2020-12-04 19:15:26 +01:00
ocornut
7aed4b152b Tables: improve index, file structure tweaks. 2020-12-04 19:15:26 +01:00
ocornut
082f1d10d0 Tables: renamed TableBeginUpdateColumns to TableBeginApplyRequests, moved code to TableUpdateLayout, in order to ensure that enable state is not inconsistent due to TableSetupColumn column hiding requests.
All the fields moved from TableBeginUpdateColumns to TableUpdateLayout are not used before.
2020-12-04 19:15:26 +01:00
ocornut
79c9eaa78e Tables: Internals: renamed Visible to Enabled to avoid confusion with visibility checks. 2020-12-04 19:15:26 +01:00
ocornut
5ef7b831c2 Tables: removed ImGuiTableSortSpecs::ColumnsMask because it needlessly exposes our 64-columns limitation which we'd eventually would like to lift
+ shuffle declarations in internals
2020-12-04 19:15:26 +01:00
ocornut
e09454aec4 Tables: removed TableGetColumnIsVisible from public api, re-specced as TableGetColumnIsHidden() returning same flag as setter, clipper increase CurrentRow. 2020-12-04 19:15:26 +01:00
ocornut
a70c6aae9f Tables: demo synced tables + fix resizing indented synced tables. 2020-12-04 19:15:26 +01:00
ocornut
0c9ab0acdd Tables: setup and maintain ItemWidth per column. 2020-12-04 19:15:26 +01:00
ocornut
8f126d5d95 Tables: rename ImGuiTableFlags_SizingPolicyStretchX to ImGuiTableFlags_ColumnsWidthStretch, ImGuiTableFlags_SizingPolicyFixedX to ImGuiTableFlags_ColumnsWidthFixed. 2020-12-04 19:15:26 +01:00
ocornut
41f89e0f59 Tables: added ImGuiTableFlags_SameWidths, used in demo. Reordered columns flags and exposed them all in Columns Flags section. 2020-12-04 19:15:26 +01:00
ocornut
3a2f0bfc04 Tables: demo inner_size + scrollx + stretch, added TableGetRowIndex(), renamed _WidthAlwaysAutoResize to _WidthAutoResize. 2020-12-04 19:15:25 +01:00
ocornut
3b3503e60f Tables: decent support for auto-resize of stretch columns (trickier than it sounds)
Four cases:
1. visible columns are all stretch, resize all : "size all to default" reset to default weight
2. visible columns are all stretch, resize one: "size one to fit" set weight, reapply weight (todo: improve weight redistribution in case of >1 siblings)
3. visible columns are mixed, resize all: "size all to fit/default" reset stretchs to default weight, set fixed to auto width
4. visible columns are mixed, resize one: "size one to fit", redistribute weight the same way as a manual resize
+ TableSetupColumn() more consistently clear AutoFitQueue.
+ zero-clear RowCellData buffer.
2020-12-04 19:15:25 +01:00
ocornut
c5dcf2fde1 Tables: rework keep-visible/max-width code to be less incorrect, but right-most column may effectively has few pixels less of visible cliprect width.
See table_width_distrib and table_width_keep_visible tests.
+ fix minor left-side clipping on post-frozen column
+ made TableHeader() use reliable column->MaxX
2020-12-04 19:15:25 +01:00
ocornut
197e9c085b Tables: separate bg0 and bg1 draw channels, selectable above bg color + will facilitate drawing of borders in EndTable().
+ unused code to strip out dummy draw channel calls.
2020-12-04 19:15:25 +01:00
ocornut
52f24df668 Tables: comments, tweaks, added internal TableSetColumnVisible(), merged the two TableSetColumnWidth(). 2020-12-04 19:15:25 +01:00
ocornut
bf197c74f6 Tables: storing WorkMaxX, made offset_x == MinX to be clearer, clip rect merge uses ClipRect.max.x directly, removed unused ShrinkWidth code, metrics. 2020-12-04 19:15:25 +01:00
ocornut
5465d30d67 Tables: added ImGuiTableFlags_PreciseStretchWidths. 2020-12-04 19:15:25 +01:00
ocornut
10db896813 Tables: store RawData in a simple void* pointer, rename ContentMinX > WorkMinX, misc tidying up.
Removed unnecessary casts when using CheckboxFlags().
2020-12-04 19:15:25 +01:00
ocornut
82cf41d804 Tables: tooltip on clipped TableHeader() (amended) 2020-12-04 19:15:25 +01:00
ocornut
507db499e4 Tables: work on background draw channel handling (amend "create a separate background draw channel") + Selectable disable spacing when spanning. 2020-12-04 19:15:25 +01:00
ocornut
fe6131168a Tables: Additionally commentary about clipper in the demo + minor padding tweak. 2020-12-04 19:15:25 +01:00
ocornut
94d99f9d0b Tables: Fixed crash when increaasing columns count with bound settings. 2020-12-04 19:15:25 +01:00
ocornut
24a7c45b02 Tables: Fix for 64 columns (maximum of 131 temporary draw channels). 2020-12-04 19:15:25 +01:00
ocornut
e5a5256971 Tables: Garbage collection to relieve draw splitter buffers + for test engine: compact settings, remove table. 2020-12-04 19:15:25 +01:00
ocornut
f80097ca96 Tables: Fix applying WorkRect in non-scrolling tables. Fix inverted BackgroundClipRect being passed to ImDrawCmd. 2020-12-04 19:15:25 +01:00
ocornut
557253e776 Tables: create a separate background draw channel for rows below the frozen line. 2020-12-04 19:15:24 +01:00
ocornut
fae362fd0b Tables: fixed auto-fitting columns not marking settings as dirty + fixed CellBg fill not narrow clipping on ScrollX + freeze. 2020-12-04 19:15:24 +01:00
ocornut
9918b2f147 Tables: Shuffled ordering of draw channels merge group so vertically unfrozen ones come, allowing us to split background channels in two. 2020-12-04 19:15:24 +01:00
ocornut
d3222086f0 Tables: Moved TableSetupScrollFreeze(), TableUpdateDrawChannels() lower in more adequate spots.
+ rename IsFreezeRowsPassed to IsUnfrozen.
2020-12-04 19:15:24 +01:00
ocornut
d9ca3939e1 Tables: Tidy up comments. Replaced some Columns by Tables in demo. Removed ImGuiTableFlags_Scroll (combining ScrollX/ScrollY) because each axis inccur different requirements/constraints. 2020-12-04 19:15:24 +01:00
ocornut
51abdd53e3 Tables: renamed somehow-duplicate ContentWidth members (implicitly == Max - Min), renamed StartX to ContentMinX for consistency. 2020-12-04 19:15:24 +01:00
ocornut
1731ae5a09 Tables: Reworked padding/spacing/width.
All widths are stored without padding.
Decorelate padding from presence of border.
Added ImGuiTableFlags_Pad/NoPad flags.
Added demo.
Merge StartXHeaders and StartXRows into StartX.
Distinguish CellSpacingX1 and CellSpacingX2 for clarity and to avoid loss of width on non-even spacing values.
2020-12-04 19:15:24 +01:00
ocornut
75c5f534e8 Tables: Avoid allocating into ColumnsName for empty strings, changed TableGetColumnName() to return "" on missing name, generally more friendly. 2020-12-04 19:15:24 +01:00
ocornut
f4800db178 Tables: Extracted parts of BeginTable() into TableFixFlags() and TableBeginInitMemory(). 2020-12-04 19:15:24 +01:00
ocornut
ac5b1648e6 Tables: Various internal renaming + merge StartXHeaders/StartXRows into StartX. 2020-12-04 19:15:24 +01:00
ocornut
77e561aaf3 Tables: Made demo options consistently compact, replaced constants with font-based sizes, added comments on memory allocations. 2020-12-04 19:15:24 +01:00
ocornut
02b27b75a4 Tables: Added ImGuiTableFlags_NoBordersInBody, ImGuiTableFlags_NoBordersInBodyUntilResize, removed ImGuiTableFlags_BordersFullHeightV. 2020-12-04 19:15:24 +01:00
ocornut
172704c079 Tables: Add demo code. Remove dead code + seemingly duplicate border in TableDrawBorders(). 2020-12-04 19:15:24 +01:00
ocornut
2ee20fdb7c Tables: Frozen rows/columns in nav menu layer, fixed conflict between column id and holding child id. 2020-12-04 19:15:24 +01:00
ocornut
e66b28693a Tables: Added ImGuiTableFlags_ContextMenuInBody flag.
Worked to get TableOpenContextMenu() in public API but kept it internal.
2020-12-04 19:15:24 +01:00
ocornut
6182973bde Tables: (Breaking) Rename TableNextCell() to TableNextColumn(), made TableNextRow() NOT enter into first column. 2020-12-04 19:15:24 +01:00
ocornut
b1ebf964f5 Tables: Moved TableSetColumnIndex() next to TableNextCell() since they are so similar + made NextCell() crash proof. 2020-12-04 19:15:24 +01:00
ocornut
248960d64c Tables: Fix ImGuiTableColumnFlags_WidthAlwaysAutoResize columns when clipped (which would be default behavior without _Resizable and when clipping/scrolling) 2020-12-04 19:15:23 +01:00
omar
25b5cc2f95 Tables: Fixes to support any number of frozen rows (over modifications to clipper code in master) + make clipper run eval after clipect update 2020-12-04 19:15:23 +01:00
ocornut
cc12ea084b Tables: Added TableSetColumnSortDirection() + added in default context menu code (disabled, feels unnecessary, but work is done to ensure programmatic access) 2020-12-04 19:15:23 +01:00
ocornut
9b37087fbe Tables: (Breaking) Rename TableAutoHeaders() to TableHeadersRow() + added TableGetColumnCount(). 2020-12-04 19:15:23 +01:00
ocornut
3021608392 Tables: (Breaking) Add TableSetupScrollFreeze() api, remove ImGuiTableFlags_ScrollFreezeXXX flags, tweak comments, move columns block.
Avoid awkwardly named ScrollFreeze flags, raise limit over 3, and will allow for future api maybe freezing bottom/right side.
2020-12-04 19:15:23 +01:00
ocornut
36b2f3b4f1 Tables: renamed ImGuiTableFlags_NoClipX to ImGuiTableFlags_NoClip, clarified purpose, moved lower in the list as it doesn't need to be so prominent. 2020-12-04 19:15:23 +01:00
omar
8ec05fc034 Tables: Fixed holding on table pointers accross resize/invalidation of the pool buffer. 2020-12-04 19:15:23 +01:00
omar
931829f701 Tables: (Breaking change) Sorting: Made it users responsability to clear SpecsDirty back to false, so TableGetSortSpecs() doesn't have side-effect any more. + comments 2020-12-04 19:15:23 +01:00
ocornut
f6800e9d3b Tables: Extend outer-most clip limits to match those of host when merging draw calls.
Generally clarify/simplify ClipRect extending/merging code in TableReorderDrawChannelsForMerge().
Amend/fix Sep 23
2020-12-04 19:15:23 +01:00
ocornut
3d573103b6 Tables: Fixed lower clipping when using ImGuiTableFlags_NoHostExtendY. 2020-12-04 19:15:23 +01:00
omar
8e97cdf8e8 Tables: Fix for calling TableSetBgColor(ImGuiTableBgTarget_CellBg) multiple times on the same cell. 2020-12-04 19:15:23 +01:00
ocornut
45a80716b1 Tables: Fixed three bugs + metrics tweaks.
- Fixed bug when ending a table within another (outer table column offset was overwritten instead of restored).
- Fixed assert when settings data has mismatching column count.
- Fixed restoring g.CurrentTable when calling EndChild() from inside table inner window.
- Made inactive tables grey in metrics.
- Fix warning.
(amended twice)
2020-12-04 19:15:23 +01:00
ocornut
9372601322 Tables: Fixed stacked popups incorrectly accessing g.CurrentTable of parent-in-stack windows. 2020-12-04 19:15:23 +01:00
omar
eb18636e02 Tables: Fix settings not being saved in child window (issue 3367) + fix for change in master. 2020-12-04 19:15:23 +01:00
omar
9d8b40414a Tables: Added TableSetBgColor() api with color for RowBg and CellBg colors. 2020-12-04 19:15:23 +01:00
omar
b6405a291d Tables: Fixed TableHeader() not declaring its height properly. Do NOT declare width. 2020-12-04 19:15:23 +01:00
omar
0847373b98 Tables: Comments on Sizing Policies + Rename border V/H flags HInner -> InnerH + offset every flags by two. 2020-12-04 19:15:23 +01:00
omar
30e21eb280 Tables: non-resizable columns also submit their requested width for auto-fit, 2020-12-04 19:15:22 +01:00
omar
a0e6aa1766 Tables: Fix calculation of auto-fit (remove padding). Demo setting a width in columns setup + ImGuiTableFlags_NoKeepColumnsVisible. 2020-12-04 19:15:22 +01:00
omar
c96c84b6dc Tables: Store submitted column width and avoid saving default default widths. 2020-12-04 19:15:22 +01:00
omar
57916b891b Tables: Simplified TableHeader() and not relying on Selectable(), fixed various padding issues. Added work-around for CellRect.Min.x offset by CellSpacing.x. 2020-12-04 19:15:22 +01:00
omar
fcdfde2bc6 Tables: Extracted border size into a named variable. 2020-12-04 19:15:22 +01:00
omar
03c8bfaf23 Tables: Removed extra +1.0f pixels initially allocated to make right-most column visible, fix visible padding asymmetry. Tweaked debug code in demo.
Seems visible enough without. Whole thing is/was fishy, may return to it but right cleaning up seems viable.
2020-12-04 19:15:22 +01:00
omar
353bb68e90 Tables: Demo custom per-popup popups, demonstrate TableGetHoveredColumn() and ImGuiPopupFlags_NoOpenOverExistingPopup. 2020-12-04 19:15:22 +01:00
omar
745d8cdb49 Tables: Made TableHeader() responsible for opening per-column context menu to move responsibility away from TableAutoHeaders(). 2020-12-04 19:15:22 +01:00
ocornut
27e779b3ef Tables: Removed dubious window->SkipItem assignment in TableAutoHeaders(). 2020-12-04 19:15:22 +01:00
ocornut
7ca70dcb81 Tables: Using same seed ID regardless of when using a child window or not. 2020-12-04 19:15:22 +01:00
ocornut
798aed729a Tables: Added TableGetHoveredColumn(), extracted some context menu code out, simplifying TableAutoHeaders() toward aim of it being a user-land function. 2020-12-04 19:15:22 +01:00
ocornut
4c4882ffe4 Tables: Fixed channel merge when resizing columns with headers. Disable unnecessary and broken merge when using _NoClipX. 2020-12-04 19:15:22 +01:00
omar
8530b6af3d Tables: Not flagging whole column as SkipItems based on clipping visibility (breaks layout) 2020-12-04 19:15:22 +01:00
omar
363eae94e6 Tables: Further fix #3293, #3163 + fixed for row unfreezing border not always showing due to unset clip rect. 2020-12-04 19:15:22 +01:00
omar
b741639468 Tables: Fix rendering of row bg and line separators (#3293, broken by fixes #3163, code was accidently relying on SetCurrentChannel not updating rectangle)
+ Used shortcut in PushTableBackground/PopTableBackground
2020-12-04 19:15:22 +01:00
ocornut
58411f27cb Tables: Avoid TableGetSortSpecs() having a side-effect on sort specs sanitization. 2020-12-04 19:15:22 +01:00
ocornut
dc915c86ca Tables: Fixed a manual resize path not marking settings as dirty, TableSortSpecsSanitize() doesn't need to test table->IsInitializing 2020-12-04 19:15:22 +01:00
Rokas Kupstys
8690d1f9ce Tables: Fix sort specs sometimes incorrectly reporting sort spec count when table loses _MultiSortable flag during runtime. 2020-12-04 19:15:22 +01:00
ocornut
af992d1321 Tables: Tweak settings functions to more prominently clarify the two levels of function. 2020-12-04 19:15:22 +01:00
omar
7513842284 Tables: Fix assert/crash when a visible column is clipped in a multi clip group situation. 2020-12-04 19:15:22 +01:00
omar
e41fc7b5b0 Tables: Fix TableDrawMergeChannels() mistakenly merging unfrozen columns cliprect with host cliprect. Comments, debug. 2020-12-04 19:15:21 +01:00
omar
fec9d7d226 Tables: Rescale fixed widths when font size change to support varying dpi scale at runtime and on .ini reload. 2020-12-04 19:15:21 +01:00
omar
6bc0bbccf3 Tables: Restore width/weight saving/loading code. Non-weighted width currently not font/DPI change friendly. 2020-12-04 19:15:21 +01:00
omar
af52a0cea2 Tables: Resizing weighted column preserve sum of weights. Fix ResizedColumn init leading to undesirable TableSetColumnWidth() on first run. Rework TableSettingsHandler_ReadLine() structure to allow other types of line. 2020-12-04 19:15:21 +01:00
omar
bc170e7325 Tables: Renamed ResizeWeight->WidthStretchWeight, WidthRequested->WidthFixedRequest, clarififications, comments. 2020-12-04 19:15:21 +01:00
omar
23c60b2814 Tables: Renamed internal fields: Active->Visible, Visible->VisibleUnclipped to be less misleading. 2020-12-04 19:15:21 +01:00
omar
dff26191bd Tables: Try to report contents width to outer window, generally better auto-fit. 2020-12-04 19:15:21 +01:00
omar
466b6e619a Tables: Fixed incorrect application of CursorMaxPos.x (3162) 2020-12-04 19:15:21 +01:00
omar
95c273618e Tables: Allow hot-reload of settings (merge policy), tidying up settings code 2020-12-04 19:15:21 +01:00
omar
9b6d0fdb7a Tables: Fixed ignoring DefaultHide or DefaultSort data from flags when loading settings that don't have them. 2020-12-04 19:15:21 +01:00
omar
9f43aae226 Tables: Calculating ideal total width, some renaming, comments. Clarify that inner_width is unused with ScrollX=0. Clip many comments to 120 columns. 2020-12-04 19:15:21 +01:00
omar
b7ff85d9ad Tables: Browse settings list in Metrics (outside of Table entry). 2020-12-04 19:15:21 +01:00
omar
8eb1c925f0 Tables: Internals: Added FindTableByID(), removing trailing spaces.
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:21 +01:00
omar
e60b5a3f75 Tables: Internals: Added TableGetColumnResizeID(), renamed InstanceNo > InstanceCurrent. 2020-12-04 19:15:21 +01:00
omar
104b11051f Tables: Added ImGuiTableColumnFlags_NoReorder. 2020-12-04 19:15:21 +01:00
omar
b7fa96679e Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing. 2020-12-04 19:15:21 +01:00
omar
5ffc9e0846 Tables: Renaming Table's DisplayOrder[] -> DisplayOrderToIndex[], Columns's IndexDisplayOrder -> DisplayOrder 2020-12-04 19:15:21 +01:00
omar
a956629b40 Tables: Using same allocation for our Columns and DisplayOrder array. Mostly designed to facilitate adding new arrays. 2020-12-04 19:15:21 +01:00
omar
6dff061309 Internals: added ImSpanAllocator<> helper. 2020-12-04 19:15:20 +01:00
omar
182115409a Internals: added ImSpan helper structure + 2020/10/01 stricter bound checking 2020-12-04 19:15:20 +01:00
ocornut
054c67079a Tables: Fix scrolling with more than 32 columns (3058). Fix limit of 63 columms instead of 64. Added BitArray. 2020-12-04 19:15:20 +01:00
ocornut
d37cef40f2 Tables: Tidying up TableDrawMergeChannels() with a struct. (3058) 2020-12-04 19:15:20 +01:00
ocornut
7277ab6530 Tables: Comments, renamed merge_set_xxx to merge_group_xxx. Removed unused array and incorrect assert, replaced with earlier correct assert. (3058) 2020-12-04 19:15:20 +01:00
ocornut
0190b619cf Tables: Fixed demo layout when clipped. Fixed warnings. 2020-12-04 19:15:20 +01:00
ocornut
f130db51ae Tables: Added TableSetColumnWidth() api variant aimed at becoming public facing. 2020-12-04 19:15:20 +01:00
Omar
ae6fc48f60 Tables: Fix sort direction (issue 3023). Remove SortOrder from ImGuiTableSortSpecsColumn. Made sort arrow smaller. Added debug stuff in metrics. 2020-12-04 19:15:20 +01:00
omar
643cf6fc8c Tables: Added ImGuiTableFlags_NoKeepColumnsVisible wip flag useful for layout purpose. (WIP) 2020-12-04 19:15:20 +01:00
omar
104ec408a8 Tables: Fixed content size calculation creating feedback loops. Fixed handling of _DefaultSort with _PreferSortXXXflags (@parbo). Comments. 2020-12-04 19:15:20 +01:00
omar
787a309445 Tables: Fixed headers closing popups. 2020-12-04 19:15:20 +01:00
omar
f5eee210a0 Tables: TableHeader() uses provided row min header rather than incremental one to allow multi-item multi-line in header cells. Demo TableHeader() - will caveat, comments. 2020-12-04 19:15:20 +01:00
omar
5431cbd3f0 Tables: Honor width/weight passed to TableSetupColumn() after .ini load since we don't actually restore that data currently.
Demo: Remove filter from Advanced Table demo since it's breaking with clipping.
2020-12-04 19:15:20 +01:00
omar
0e7b3f2f2f Tables: Made only first column honor Indent by default (like Columns api) and exposed flags. Added simple Tree demo. 2020-12-04 19:15:20 +01:00
omar
2958e37310 Tables: Storing per-column SkipItems as a shortcut. Comments, Spacings.
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:20 +01:00
omar
31de161066 Tables: Fix for hiding first column (fix fcceff5c + reading PrevLineTextBaseOffset in EndCell of inactive column). 2020-12-04 19:15:20 +01:00
omar
164caa2db7 Tables: Support for multi-line columns name. Renaming of some fields from BackupXXX to HostXXX. Comments. 2020-12-04 19:15:20 +01:00
omar
e85c226da4 Tables: Fix reordering across hidden columns. Fix for frozen columns to never be larger than scrolling visible rect width. 2020-12-04 19:15:20 +01:00
omar
416e9bb38d Tables: Clarify internal calculations of row height so that TableGetCellRect() include expected paddings. Add demo code. Comments.
Remove misleading commented-out flags for now.
2020-12-04 19:15:20 +01:00
omar
325b4c69ba Tables: Moved border colors to the Style (maybe temporarily?) instead of hardcoding them. 2020-12-04 19:15:19 +01:00
omar
17578e215a Tables: Separating inner/outer borders flags per axis so it is possible to remove outer vertical borders to mimic old columns.
VInner or VOuter only don't have correct padding/spacing.
2020-12-04 19:15:19 +01:00
omar
1db8d421cf Tables: Fix scroll when releasing resize for multi-instances. Comments. Renaming. 2020-12-04 19:15:19 +01:00
omar
47b39f6371 Tables: Demo: Moved Columns section into Tables & Columns section under a Legacy section. 2020-12-04 19:15:19 +01:00
omar
78b12068d9 Tables: Disable initial output prior to NextRow call to avoid misleading users.
Fixed some inconsistency with BeginTable/EndTable without row.
Move some of the TableBegin() code in TableBeginUpdateColumns().
Allow to submit multiple header lines.
2020-12-04 19:15:19 +01:00
omar
046fad01f1 Tables: Return false when window is Collapsed (consistent + helpful for doc) + Fix empty context menu. 2020-12-04 19:15:19 +01:00
omar
81453ac42c Tables: Comments, better assert, moved some internal flags out of the way. 2020-12-04 19:15:19 +01:00
omar
0c3d7bb154 Tables: Double-clicking on fixed column to resize. Extracted code BeginTableEx().
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:19 +01:00
omar
883c236eda Tables: Handle columns clipped due to host rect
Return false in user functions, set SkipItems in window, redirect to dummy draw channel.
2020-12-04 19:15:19 +01:00
omar
eee82e0451 Tables: Columns with no policy in a scrolling table will default to WidthFixed instead of WidthAlwaysAutoResize if an explicit value is passed to TableSetupColumn() 2020-12-04 19:15:19 +01:00
omar
e06a36ab12 Tables: Support for multiple Tables using same id where most settings are synced.
(some minor one-frame lack of sync when e.g. toggling visibility in context menu)
2020-12-04 19:15:19 +01:00
omar
a09954bdaf Tables: Initial demo code. 2020-12-04 19:15:19 +01:00
omar
8da7d3c3e5 Tables: Initial commit. [Squashed 123+5 commits from tables_wip/] 2020-12-04 19:15:19 +01:00
ocornut
818e1a4eb4 Tables: Moving legacy Columns code 2020-12-04 19:15:19 +01:00
omar
9c8671e7b0 Tables: Add empty file, skeleton. 2020-12-04 19:15:19 +01:00
ocornut
f9b873662b Backends: Win32: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
GetClientRect() fails on closed hwnd which left the rectangle uninitialized and copied to DisplaySize. Ensure it is zero + similar failsafe in io.WantSetMousePos path.
2020-12-04 11:48:17 +01:00
ocornut
657589ab47 Backends: Vulkan+Viewports: fixed build, removed extraneous pipeline creation (770c9953, e8447dea, 6a0e85c5) (#3459, #3579) 2020-12-04 11:29:53 +01:00
ocornut
c1ffac2fee Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-12-03 20:05:49 +01:00
ocornut
998d7303b1 Log/Capture: fix capture to work on clipped child windows.
+ Tweak ErrorCheckEndFrameRecover() to use local window pointer.
2020-12-03 15:14:32 +01:00
vaiorabbit
2afdfa602f Rebuild ImFontAtlas::GetGlyphRangesJapanese offset table (#3627)
- GetGlyphRangesJapanese now supports
  - 2136 'Joyo (meaning "for regular use" or "for common use")' Kanji
  - 863 'Jinmeiyo" (meaning "for personal name")' Kanji
2020-12-02 12:02:29 +01:00
ocornut
d20f2bc90a Rename example_emscripten/ to example_emscripten_opengl3/ (#3632) 2020-12-02 11:23:56 +01:00
ocornut
ae3e2406ec Misc tweaks/fixes (see details).
Combo: ultra minor fix for popup positioning policy mismatch depending on ImGuiComboFlags_PopupAlignLeft flag.
Made ImHashXXX functions return ImGuiID.
IsWindowNavFocusable use !WasActive.. it worked because it was only called in NewFrame()->NavUpdate() before the transition loop + EndFrame() only.
Fix unused variable warning.
2020-11-30 12:47:14 +01:00
ocornut
9801c8c1c5 Texture-based thick lines: comment out dead code (amend b5bae978). (#3245) 2020-11-26 19:35:56 +01:00
ocornut
e0cae25c3c Clarify usage of right-aligned items in Layout>Widgets Width. Tweaks FAQ, added missing syntax coloring. 2020-11-20 17:24:18 +01:00
ocornut
4da92b89ed Viewports: fix incorrect whitening of popups above a modal if both use their own viewport + fix pvs warning. 2020-11-19 18:31:13 +01:00
ocornut
3dcbcd8bf0 Internals: added IsWindowAbove() for use for modal/viewport bugfix. 2020-11-19 18:31:10 +01:00
ocornut
d4f08d893e InputText: Fixed swiching from single to multi-line while preserving same ID. 2020-11-19 18:30:14 +01:00
ocornut
97265602c4 Internals: added IsWindowAbove() for use for modal/viewport bugfix. 2020-11-19 16:59:21 +01:00
ocornut
cecf6b4209 Viewports: made standalone modals appear in taskbar + new window perform z-check before merging in main host viewport. (#3511, #1542)
This should fix a good amount of "lost modal" problems, however it is still possible to loose a modal in a host viewport if secondary viewports are configured as children above the host.
2020-11-19 16:07:07 +01:00
ocornut
9712bff0bb Internals: added experimental ErrorCheckEndFrameRecover() to unroll/end/pop. (#1651, #3600) 2020-11-19 15:43:42 +01:00
ocornut
c0ac4fb788 Columns/Internals: (Breaking): Renamed data structures. (#125, #513, #913, #1204, #1444, #2142, #2707) 2020-11-18 23:42:44 +01:00
ocornut
72de6f3360 Columns/Internals: (Breaking) renamed ImGuiColumnsFlags_* to ImGuiOldColumnFlags_*. (#125, #513, #913, #1204, #1444, #2142, #2707)
Affected: ImGuiColumnsFlags_None, ImGuiColumnsFlags_NoBorder, ImGuiColumnsFlags_NoResize, ImGuiColumnsFlags_NoPreserveWidths, ImGuiColumnsFlags_NoForceWithinWindow, ImGuiColumnsFlags_GrowParentContentsSize. Added redirection enums. Did not add redirection type.
2020-11-18 23:02:14 +01:00
Borislav Stanimirov
fcc2b71724 CI: Fix testing for Windows DLL builds + fix broken DLL build. (#3603, #3601) 2020-11-18 22:45:44 +01:00
ocornut
2e64ee050d Removed duplicate typedef for ImGuiButtonFlags
https://github.com/cimgui/cimgui/issues/166
2020-11-18 19:28:30 +01:00
ocornut
b2a91dc390 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-11-13 22:04:28 +01:00
ocornut
71cc636696 Metrics: Rebranded as "Dear ImGui Metrics/Debugger". Fix Show Window Rectangle. Fix Clang OSX warnings. Amend #3592 for Mingw only. 2020-11-13 21:30:19 +01:00
ocornut
e736039538 Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. (#787) 2020-11-13 21:10:03 +01:00
ocornut
8119759329 Internals: extracted stack checking code into a ImGuiStackSizes helper struct + added test for FocusScope
+ renamed g.ColorModifiers > g.ColorStack, g.StyleModifiers > g.StyleVarStack
2020-11-13 16:33:33 +01:00
ocornut
6e94013a3d Made ItemFlagsStack and GroupStack shared stacks. 2020-11-13 16:33:33 +01:00
ocornut
12ba6f4606 Fix PushFocusScopeID() + using shared stack. Renamed GetFocusScopeID() to GetFocusedFocusScope() - the two existing functions name are very error prone. 2020-11-13 16:26:59 +01:00
Rokas Kupstys
a3e8dc3f34 CI: Fix deployment of PVS-Studio license + fix reported error. 2020-11-13 12:51:55 +01:00
ocornut
a138855d56 Hotfix for PushFocusScope() being utterly wrong (until we split the stacks), Added asserts on PopID to help catch bugs, Added GC trigger. 2020-11-12 22:59:05 +01:00
ocornut
78f1d2d319 ImDrawListSplitter: create first draw cmd on demand + Internals: fix incorrect ImBitArraySetBitRange() (only used by tables)
Make it cheaper to allocate unused draw cmd, can't measure perf difference other our stress tests.
2020-11-12 18:17:17 +01:00
ocornut
13258f5957 Internals: zero-clearing ImGuiWindow / ImGuiWindowTempData for simplicity. (amend)
All the non-zero fields previously initialized in ImGuiWindowTempData() are in fact setup in Begin: FocusCounterRegular, FocusCounterTabStop, TextWrapPos, LayoutType, ParentLayoutType
2020-11-12 12:19:50 +01:00
ocornut
7a135a763c Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592) 2020-11-12 11:56:21 +01:00
ocornut
dcfb986fa8 Made EndFrame() assertion for key modifiers being unchanged during the frame more lenient. (#3575) 2020-11-11 18:17:33 +01:00
Rokas Kupstys
a3f79104df Examples: Apple+Metal: Forward events to OS key combinations like CMD+Q can work. (#3554) 2020-11-11 15:30:08 +01:00
Brandon DeRosier
6a0e85c561 Backends: Vulkan: Add override for the subpass to reference during VkPipeline creation. (#3579)
This allows for binding the pipeline/sending draw commands
(via `ImGui_ImplVulkan_RenderDrawData`) against any subpass, rather than
being restricted to only the first subpass.

Without this, attempting to bind the pipeline against a subpass other than
the first one results in validation layer errors and, at worst, some drivers
failing if the subpass attachments differ.
2020-11-11 15:20:43 +01:00
ocornut
61825c7735 Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows + InputText: minor optimization. 2020-11-11 12:04:35 +01:00
顾起威
2785ac0ee3 InputText: Fixed updating cursor/selection position when a callback alters the buffer in a way where the byte count is unchanged but the decoded character count changes. (#3587) 2020-11-11 11:36:53 +01:00
ocornut
ac08593b96 Merge branch 'master' into docking + tweak dock node padding + use CheckboxFlags with int
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-11-05 21:36:22 +01:00
ocornut
5789e69a62 Checkbox: Added CheckboxFlags() helper with int* type. Demo: removed extraneous casts. 2020-11-05 21:32:05 +01:00
ocornut
5f97809cab Misc tidying up (zero-clear structures, more unused default in ClipRetFullscreen, NavApplyItemToResult() coding style fix)
Zero-clearing more structures
Remove arbitrary default ClipRetFullscreen value in ImDrawListSharedData.
Nav extracted NavApplyItemToResult() function.
Coding style fixes in OSX Backends.
2020-11-05 13:24:27 +01:00
ocornut
046057cebb Selectable: Avoid pushing span-column background if clipped. 2020-11-04 20:11:34 +01:00
ocornut
7a27b2a282 Update Readme, links to Useful Widgets, updated a gif. 2020-11-04 20:11:21 +01:00
ocornut
2bf5ca7ef2 ImDrawListClipper: avoid over reserving memory. 2020-11-04 18:05:51 +01:00
ocornut
d6a2f7e95e Reduced padding + unused storage in ImDrawList (224->192 bytes) + zero-init ImDrawListSplitter and ImDrawList
+ Readme tweak
2020-11-04 13:56:04 +01:00
ocornut
2fa00656a4 Fix for IMGUI_DISABLE_METRICS_WINDOW 2020-11-03 15:46:29 +01:00
Albin Odervall
b934b9bb86 Backends: OSX, Metal: Fix -Wshadow, -Wimplicit-float-conversion, and -Wsign-conversion warnings. (#3555) 2020-11-03 15:38:59 +01:00
Rokas Kupstys
9cca1b2e97 Replace UTF-8 decoder with one based on branchless version by Christopher Wellons. (not branchless anymore tho)
Decoding performance increase ~30%
2020-11-03 14:43:08 +01:00
ocornut
3777fbbd81 Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures. 2020-11-03 14:43:08 +01:00
ocornut
e3ac52630a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-10-31 00:47:57 +01:00
ocornut
047d4c4500 Metrics: Extracted most functions.
+ avoid using full namesapce prefix
2020-10-30 23:48:58 +01:00
ocornut
044ed22379 Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer + omitting trailing empty ImDrawCmd in count + relying on IdxOffset value. 2020-10-30 22:56:29 +01:00
M. Frink ~ Lemur
a129621292 Doc: mention IMGUI_USE_WCHAR32 in fonts documentation (#3562) 2020-10-29 18:21:06 +01:00
Rokas Kupstys
6f57d58e82 Backends: OSX: Fix KeyPadEnter on MacOS. (#3554) 2020-10-28 12:31:10 +01:00
ocornut
df35157397 Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode() or CollapsingHeader() while dragging. (#1738)
Amend 7b3d379, 8241cd62 etc.
2020-10-26 14:40:44 +01:00
ocornut
b7530e5d04 Revert "Replace UTF-8 decoder with branchless version by Christopher Wellons." (#3558)
This reverts commit b3576dd354.
2020-10-25 16:27:43 +01:00
Rokas Kupstys
b3576dd354 Replace UTF-8 decoder with branchless version by Christopher Wellons.
Decoding performance increase ranges from 30-40%.

Changes:
* Errors handling near the end of string changed. If input does not contain enough bytes, decoder returns `IM_UNICODE_CODEPOINT_INVALID`, consuming all remaining bytes while old decoder consumed only one byte.

Guarantees:
* At least one byte is consumed, if input had at least one byte available.
* Number of consumed bytes will never seek past end of string.

Requirements:
* `in_text` is a valid pointer.
* String pointed by `in_text` must be zero-terminated, or `in_text_end` is not NULL.
2020-10-23 13:10:37 +02:00
Warren Moore
bca4749346 Examples: Apple: Consolidated example_apple_metal to reduce class and file count (#1873, #3543) 2020-10-23 11:33:08 +02:00
ocornut
5292320110 Amend ffe8f0177f (#3544) + readme fixes 2020-10-23 11:25:26 +02:00
Louis Schnellbach
ffe8f0177f Backends: OpenGL3: Backup/restore GL_PRIMITIVE_RESTART state (#3544) 2020-10-23 11:17:56 +02:00
Bill Six
acb8ef2006 Examples: Vulkan: Fixed CMake include path. (#3550)
The backends directory was not included, so the build was failing.
2020-10-21 09:13:54 +02:00
ocornut
455c21df71 Merge branch 'master' into docking + dockspace demo comments
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
#	imgui_internal.h
#	imgui_widgets.cpp
2020-10-19 15:08:32 +02:00
ocornut
e6b99a420b Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521) 2020-10-19 15:01:24 +02:00
ocornut
fbe74ed50c Tab Bar: zero clear more structures. 2020-10-19 12:10:31 +02:00
ocornut
8c9b3c9013 Tab Bar: Fixed using more than 128 tabs in a tab bar.
Using ImS16 consistently + some better packing to avoid struct growing size.
2020-10-19 12:01:15 +02:00
ocornut
748bd1ba9c Tab Bar: Restore cursor position in EndTabBar() when amending (amend f2f32602) + made LastTabItemIdx consistent ImS8 as other tab storage relies on same type 2020-10-19 11:49:37 +02:00
Black Cat!
c9fafd5ea4 Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) 2020-10-15 20:20:35 +02:00
ocornut
d015004f45 Rename colored>color in comments where possible (#3528) 2020-10-15 20:05:35 +02:00
xndcn
127f132447 Backends: OpenGL3: Add compatibility of GL_VERSION for GL 2.x (#3530)
GL_MAJOR_VERSION and GL_MINOR_VERSION are available on GL 3.0 and above.
So we have to parse GL_VERSION under GL 2.x
2020-10-15 19:48:45 +02:00
ocornut
31a144b60c Fix comments (#3534) 2020-10-15 19:37:18 +02:00
ocornut
d3a80d9f1b Internals: Docking: More fixes to make DockNodeBeginAmendTabBar() viable (probably some issues left) 2020-10-15 15:02:05 +02:00
ocornut
b26f1530b7 Internals: Docking, Tab Bar: Add DockNodeBeginAmendTabBar() and work toward making hybrid dock node with windows tab bars somehow work (not done). 2020-10-15 12:18:20 +02:00
ocornut
bae2240eda Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
# Conflicts:
#	imgui_widgets.cpp
2020-10-14 18:36:03 +02:00
ocornut
f2f326024c Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again. 2020-10-14 18:34:33 +02:00
ocornut
042a3b01d2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	examples/README.txt
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2020-10-14 14:44:03 +02:00
ocornut
b1a18d82e3 Moving backends code from examples/ to backends/ (step 6: update markdown documentation) 2020-10-14 14:42:00 +02:00
ocornut
a2a3d80f04 Moving backends code from examples/ to backends/ (step 5: move documentation to MD files) 2020-10-14 14:41:40 +02:00
ocornut
a2d845f9dd Moving backends code from examples/ to backends/ (step 4: update documentation, much improvement) 2020-10-14 14:41:40 +02:00
ocornut
a7e21fb05f Moving backends code from examples/ to backends/ (step 3: fixing project files) 2020-10-14 14:41:40 +02:00
ocornut
428f4fce70 Moving backends code from examples/ to backends/ (step 2: moving vulkan cruft) 2020-10-14 14:41:40 +02:00
ocornut
d9b2fb7338 Moving backends code from examples/ to backends/ (step 1: moving source files) 2020-10-14 14:41:40 +02:00
ocornut
124c2608f1 Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency. 2020-10-12 17:54:52 +02:00
ocornut
041ef01b33 Removed redirecting functions/enums names that were marked obsolete in 1.61: InputFloat, InputFloat2, InputFloat3, InputFloat4 with int decimal_precision parameter. (#648, #712) 2020-10-12 15:09:21 +02:00
ocornut
0f13fdd177 Removed redirecting functions/enums names that were marked obsolete in 1.60: io.RenderDrawListsFn, IsAnyWindowFocused(), IsAnyWindowHovered(), etc. 2020-10-12 13:17:05 +02:00
ocornut
04de5ef819 Version 1.80 WIP 2020-10-12 13:04:34 +02:00
ocornut
a38c6dfcc8 Internals: Added support for context hooks (for test engine or other extensions) 2020-10-09 17:13:03 +02:00
ocornut
682249396f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-10-08 16:05:55 +02:00
ocornut
e5cb04b132 Version 1.79
+ Update readme and mission statement.
Removed "Minimize screen reel-estate usage", removed details on memory consumption (still very valid, just too much noise in a mission statement)
2020-10-08 16:01:59 +02:00
Rokas Kupstys
c6f9c558ec CI: Use our own discord notifier. 2020-10-08 14:23:55 +02:00
Christian
ae5b4991be Docs: update gallery links. (#3514) 2020-10-08 13:56:05 +02:00
ocornut
03b1e643b4 Docs: Funding link, Tweaks, Gallery links. 2020-10-08 10:47:10 +02:00
ocornut
12d9505534 CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and stored value matches neither zero neither the full set. 2020-10-07 15:13:04 +02:00
ocornut
4fd43a8b64 Internals: removed NavLayerCurrentMask (redundant, add extra shift in ItemAdd(). 2020-10-05 14:52:18 +02:00
ocornut
014e5078a8 Demo: add a small easter egg when the 4x4 board of Selectable is filled + tweaked the demo. 2020-10-05 13:08:32 +02:00
ocornut
01cc666039 ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases. 2020-10-05 12:28:28 +02:00
Bartosz Taudul
6469b94304 Silence memset warning. (#3505)
Compiling the code as-is results in the following warning:

-->8--
imgui_freetype.cpp:341:72: warning: ‘void* memset(void*, int, size_t)’
        clearing an object of type ‘struct ImFontBuildSrcDataFT’ with no
        trivial copy-assignment; use assignment or value-initialization
        instead [-Wclass-memaccess]
  341 |     memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
      |                                                                        ^
imgui_freetype.cpp:302:8: note: ‘struct ImFontBuildSrcDataFT’ declared here
  302 | struct ImFontBuildSrcDataFT
      |        ^~~~~~~~~~~~~~~~~~~~
--8<--

This is caused by presence of ImVector<> directly in ImFontBuildSrcDataFT data
structure, as well as in the child ImBitVector. Since ImVector<> has a
constructor, the compiler infers that initialization by memset is not valid.
Such initialization is not a bug, however, as the default ImVector<> ctor just
sets the structure data members to 0, which is exactly what the memset does.

Casting the data structure address to void* pointer silences this warning.
2020-10-02 19:12:53 +02:00
ocornut
7b1ab5b275 ImVector: Stricter bound-checking asserts. Fix warnings: trailing comma (old compilers), zealous preprocessor warnings. 2020-10-01 14:48:19 +02:00
ocornut
958e58b06b Merge branch 'master' into docking
# Conflicts:
#	examples/example_apple_opengl2/main.mm
#	imgui.cpp
2020-10-01 13:33:08 +02:00
ocornut
5f336ce8f8 Tab Bar: Fixed buffer underflow in TabBarLayout, introduced by 4a57a982b (#3501, #3291)
+ Link to CI actions added in 3be352f
2020-10-01 13:31:53 +02:00
Rokas Kupstys
3be352fc80 CI: Add discord notifications. 2020-09-30 14:58:18 +02:00
ocornut
179dc04d8a Examples: Added missing comments in example_apple_metal. (#3400) 2020-09-30 14:55:09 +02:00
ocornut
c49330fc52 Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499) 2020-09-30 14:11:22 +02:00
ocornut
52c0b1a340 ImGuiListClipper: internal rework and tidying up to facilitate supporting frozen rows in tables + stop promoting using constructors parameters. 2020-09-28 17:25:34 +02:00
ocornut
324e0310ad Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. (#1829, #3209, #946, #413) 2020-09-25 13:34:31 +02:00
ocornut
fbabf651f4 Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. Fixed README links. 2020-09-25 13:22:28 +02:00
ocornut
fa004ae79a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_examples.sln
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx12.h
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2020-09-22 17:00:57 +02:00
ocornut
1ec464eb9a Tab Bar: Further simplification of section/clip rect handling. (#3291) 2020-09-22 16:43:40 +02:00
ocornut
6b76781c66 Tab Bar: Tidying up. Rework ShrinkWidths to allow marking tabs as not shrinkable (unused yet) + don't unnecessarily move data within ShrinkWidthBuffer. (#3291) 2020-09-22 16:43:39 +02:00
Louis Schnellbach
99f69eb185 Tab Bar: Moved up TabBarScrollingButtons function call. (#3291) 2020-09-22 16:43:39 +02:00
ocornut
205874f5b1 Tab Bar: Fix reorderable tab bars. Fix misleading use of tab_max_width in TabBarLayout(). Misc amends, shortening. (#3291) 2020-09-22 16:43:39 +02:00
Louis Schnellbach
3422cb1308 Tab Bar: Various fixes. Tried to reduce code complexity. (#3291) 2020-09-22 16:43:39 +02:00
ocornut
5e5f25e2dd Tab Bar: Rename named sections members into array. Various tidying up. (#3291) 2020-09-22 16:43:39 +02:00
Louis Schnellbach
7ac16c02cc Tab Bar: Fix multiple width and position computation issue. (#3291) 2020-09-22 16:43:38 +02:00
ocornut
f23c39c395 Tab Bar: Fixed handling of scrolling policy with leading/trailing tabs. + warning fixes + bunch of renaming. (#3291)
Demo tweaks.
2020-09-22 16:43:38 +02:00
Louis Schnellbach
4a57a982be Tab Bar: Added TabItemButton(), ImGuiTabItemFlags_Leading, ImGuiTabItemFlags_Trailing + demo. (#3291)
(squashed various commits by 2 authors)
2020-09-22 16:43:38 +02:00
ocornut
29836412e1 Internals, CollapsingHeader, TabItem: Standardized using a #CLOSE id prefix for TabItem and ColllapsingHeader (same as window) 2020-09-22 15:49:47 +02:00
ocornut
27d0c3afa9 Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would generate an unnecessary extra draw call. 2020-09-21 20:00:25 +02:00
ocornut
afc1099fb5 Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame. 2020-09-21 18:52:20 +02:00
ocornut
795cf6fcb5 Removed return value from OpenPopupOnItemClick(). Use IsWindowAppearing() after BeginPopup() for a similar result. 2020-09-21 15:05:04 +02:00
ocornut
a58a727781 Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting 99ab5210 2020-09-21 14:45:35 +02:00
Louis Schnellbach
ec945f44b5 InputText: Added support for Page Up/Down in InputTextMultiline. (#3430)
+ fix stb_textedit.h to build with C language (amend fbf70070)
2020-09-18 14:15:17 +02:00
omar
8eca736a7a Update binary link
(contents of 20200412.zip's dx11.exe is flagged by Windows Defender, can't currently repro)
2020-09-18 10:05:12 +02:00
ocornut
c206a19373 Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. (#1619)
+ Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
2020-09-17 16:45:21 +02:00
Louis Schnellbach
fbf70070bb InputText: Fixed minor inconsistency when pressing Down on the last line when it doesn't have a carriage return (it used to move to the end of the line)
+ fixed two of our typos in stb_textedit.h
2020-09-17 12:21:31 +02:00
ocornut
c47bcb25ed Fix popup and tooltip positioning when not fitting in the screen. Amend fa42ccea8.
# Conflicts:
#	docs/CHANGELOG.txt
2020-09-17 11:02:04 +02:00
Rokas Kupstys
b7b08f52a4 Fix popup and tooltip positioning when not fitting in the screen. 2020-09-17 11:01:15 +02:00
ocornut
825f699bde Backends: OpenGL3: Amends (#3467, #1985) 2020-09-17 09:55:58 +02:00
Sven Balzer
42575d4a99 Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) 2020-09-17 09:47:04 +02:00
Julian Webb
2460f2abe3 Backends: OpenGL3: Fix to avoid calling glBindSampler() with version <= 3.2 (#3467, #1985)
(nb: GLEW sets the define we previously used)
2020-09-17 09:34:11 +02:00
ocornut
645a6e0342 Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers with a "%s" format string. (#3466) 2020-09-16 18:36:42 +02:00
Bartosz Szreder
d2939ce0a1 Columns: Make sure the ClipRect is valid. (#3475) 2020-09-16 16:52:57 +02:00
ocornut
6bc526676c Viewports: Comments, removed unnecessary use of ViewportFrontMostStampCount (the LastFrontMostStampCount is enough) 2020-09-16 12:29:46 +02:00
omar
e230ec5a01 Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD] 2020-09-16 11:05:02 +02:00
Pierre-Loup Pagniez
a1597cff08 Backends: DX12: Fix D3D12 Debug Layer warning if scissor rect is 0 width or 0 height. (#3472, #3462)
In the event where the scissor rect is 0 width or 0 height, don't call Draw, as it generates warnings if the D3D12 Debug Layer is enabled, and nothing would have been drawn anyway.
2020-09-16 10:43:17 +02:00
omar
a8f409a848 Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. (#3462, #3472) + misc comments & minor fixes. 2020-09-16 10:40:06 +02:00
omar
770c995365 Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow(). 2020-09-08 22:44:24 +02:00
omar
e8447dea45 Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2. (#3459) 2020-09-08 22:39:53 +02:00
omar
d8d58b038e Backends, Examples: DX12: Clarify support for 32-bit building in project files and comments. (#301) 2020-09-08 20:03:34 +02:00
omar
78f753ffff Merge branch 'master' into docking + incl add wd->Pipeline in ImGui_ImplVulkan_RenderDrawData platform code (#3455, #3459) 2020-09-08 17:02:58 +02:00
Michel Lesoinne
41e2aa2e7a Backends: Vulkan: Separate the pipeline of the dear imgui created windows from the one created with the user's render-pass. (#3455, #3459)
This is mostly for the benefit of multi-viewports.
2020-09-08 16:54:48 +02:00
xndcn
6a546a500f ImVector: fix max_size() for signed int value. Amend 444873404 (#3429, #3460) 2020-09-08 13:37:23 +02:00
HALX99
8a9ee9cded Add const qualifier for parameter ImFontConfig of ImFont::AddGlyph (#3461) 2020-09-08 12:18:28 +02:00
omar
206d78a524 InputText: Fixed minor glitch when erasing trailing lines in InputTextMultiline(). Fixed cursor being partially covered after using Ctrl+End key.
Removed unncessary one-empty-line-worth-of-scrolling.
2020-09-08 11:42:13 +02:00
omar
36af398056 Sliders: Fixed using ImGuiSliderFlags_ClampOnInput with reverse sliders. (#3432, #3449) 2020-09-07 19:52:11 +02:00
Rokas Kupstys
b2039aac67 Slider: Fixed to reach maximum value with inverted integer min/max ranges, both with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) 2020-09-07 17:57:23 +02:00
omar
6461fd40ab Examples: Fixed SDL+OpenGL2 and SDL+Vulkan examples not processing SDL_WINDOWEVENT_CLOSE events which tends to be needed in multi-viewport setting. 2020-09-07 12:23:26 +02:00
Michel Lesoinne
b25756be4a Examples: Vulkan: Switch validation layer. Fix CMakeLists to find Vulkan the standard way. (#3459) 2020-09-07 11:43:57 +02:00
Doug Binks
aa8e09d7f1 Backends: GLFW: workaround for cases where glfwGetMonitorWorkarea fails (#3457) 2020-09-07 10:49:34 +02:00
ocornut
751d153ca9 InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454). 2020-09-03 19:09:57 +02:00
ocornut
70289ab42c Scrolling: Fixed edge snapping being applied prior to knowing ContentSize. (#3452)
Fix 473a01adb.
2020-09-03 17:38:51 +02:00
ocornut
8db94cd992 Internals: Scroll related, comments & shallow tweaks. 2020-09-03 17:07:03 +02:00
ocornut
36c331ff74 Merge branch 'master' into docking
# Conflicts:
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
#	imgui_internal.h
2020-09-02 12:47:07 +02:00
ocornut
b73305be11 Examples: Vulkan: Reworked buffer resize handling, amend df89a16d (#3390, #2626) 2020-09-02 12:43:23 +02:00
ocornut
8dacb4da20 Docking: Fixed DockNode tab bar initial order broken by 8c80d533d 2020-09-02 12:11:45 +02:00
Valentin Vanelslande
9a9ee7f813 NavInitWindow: Change IMGUI_DEBUG_LOG to IMGUI_DEBUG_LOG_NAV (#3450) 2020-09-01 23:19:33 +02:00
ocornut
f4d062fa11 Nav: Added debug logging, extract bits of code into NavUpdateInitResult(). 2020-09-01 18:45:39 +02:00
ocornut
fc625d249f Internals: Begin: update ->Hidden flags only on first begin of the frame. (ignore whitespace to see simple diff)
# Conflicts:
#	imgui.cpp
2020-09-01 15:28:06 +02:00
ocornut
a456d17dfc Internals: Begin: update ->Hidden flags only on first begin of the frame. (ignore whitespace to see simple diff) 2020-09-01 15:24:24 +02:00
ocornut
34077c0140 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-09-01 12:07:35 +02:00
ocornut
ce230fc370 Internals: TabBar renaming and shuffling stuff around.
+ sneaking a readme change
2020-08-31 17:49:18 +02:00
ocornut
600b8f60b4 Docking: Fixed crash in metrics. 2020-08-28 20:20:28 +02:00
ocornut
13f718337a Internals: Added support for overriding locale decimal point, undocumented. (#2278) + Misc doc update.
Doc: Mention IMGUI_VERSION_NUM in recent api breaking changes + textwrap some demo code.
2020-08-28 18:38:31 +02:00
ocornut
901d432cb7 Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) Tidying up todo items. 2020-08-27 19:51:35 +02:00
ocornut
302896d488 Basic optimization for ShadeVertsLinearColorGradientKeepAlpha() - especially for debug overhead - since it's used massively by some of our experiments. 2020-08-27 12:19:13 +02:00
ocornut
093afd4f7f Internals: Added Name to ImGuiDataTypeInfo + minor misc comments in BeginGroup(). 2020-08-26 21:00:43 +02:00
ocornut
45499b8f2f Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433) 2020-08-26 20:18:54 +02:00
Louis Schnellbach
8c80d533d9 Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave tabs reordered in the tab list popup. 2020-08-26 16:36:57 +02:00
ocornut
b30d33378d Nav: Activate InputSource as Gamepad when pressing any of the digital d-pad button. 2020-08-26 12:41:05 +02:00
ocornut
8d71bc2132 Internals: Nav: shallow refactor. 2020-08-26 12:39:34 +02:00
Rokas Kupstys
833eb771f2 Nav: Fix navigation resuming on first visible item when using gamepad.
In cases where navigation was requested with focused item out of view, clipping of current item rect resulted in an inverted rect, which was completely discarded and ImRect(0,0,0,0) was used as current point from which navigation scoring was calculated. IsInverted() check is completely removed as rect can no longer be inverted. Since rects are not initialized to ImRect(0,0,0,0) - old .Min.x != FLT_MAX check (which was changed in c7835dd189) is not necessary either.
2020-08-26 11:30:08 +02:00
ocornut
1e8b9f84da Nav: Removed stateful NavMoveFromClampedRefRect and made it more explicit that nav move request from gamepad start from a clipped location. 2020-08-26 11:28:35 +02:00
ocornut
4448734041 ImVector: added max_size() to facilitate usage with sol2 binding generator (#3429) 2020-08-26 11:03:55 +02:00
ocornut
32be6c064b InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428) 2020-08-25 20:08:24 +02:00
ocornut
e9053515bb Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
2020-08-25 19:29:06 +02:00
ocornut
5919a6fa89 Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
Improve 08108cf
2020-08-25 19:28:29 +02:00
ocornut
30f0900b1c Docking: Fix honoring payload filter with overlapping nodes. (we incorrectly over-relied on g.HoveredDockNode when making change for #3398)
Essentially undo part of 85a661d (#3398) + ref cf31254 (#3420)
2020-08-25 19:17:46 +02:00
Rokas Kupstys
021c28ae39 Nav: Fix ScrollToBringRectIntoView() not bringing entire item into view when nav moves to the left. Correct some comments. 2020-08-25 16:48:49 +02:00
ocornut
08108cf9ee Tab Bar: Hide tab item close button while dragging a tab. 2020-08-25 16:48:31 +02:00
omar
2e50d0706b Selectable: Tweaks. Added internal ImGuiSelectableFlags_NoPadWithHalfSpacing. 2020-08-24 16:31:00 +02:00
omar
d451f6cc30 Nav tweaks. Demo: Fixed drag and drop demo state (broken by f152fac4f1). Fixed incorrect format string (which would work without IMGUI_DISABLE_OBSOLETE_FUNCTIONS). 2020-08-24 14:56:50 +02:00
ocornut
7b0570d6ba Revert "Drags, Sliders: internal ReadOnly flag gets forwarded properly to temp InputText()."
This reverts commit 640d1f60ce140e4c2bf858ac2f2e8a96d432e6a4.
2020-08-21 20:15:07 +02:00
ocornut
fdf952108d Drags, Sliders: internal ReadOnly flag gets forwarded properly to temp InputText(). 2020-08-21 19:17:44 +02:00
ocornut
831e2c920e Docking, Viewport: Fixed a rare edge-case if the window targetted by CTRL+Tab stops being rendered. 2020-08-21 18:44:56 +02:00
ocornut
cf312545e8 Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d27. Improve metrics debugging. 2020-08-21 16:34:34 +02:00
ocornut
df89a16d26 Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) 2020-08-21 15:29:57 +02:00
ocornut
d6f3a8848d Viewports: Backends: DirectX9: Allow D3DERR_DEVICELOST on secondary viewports. (#3424) 2020-08-21 15:02:52 +02:00
ocornut
9d20a5f0a5 Docking: DockSpace() emits ItemSize() properly + dockspace demo (works now since 05a25e5f3) 2020-08-20 22:54:33 +02:00
ocornut
ad8fdc917f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-08-20 22:42:14 +02:00
ocornut
9b50e691ed TreeNode: Made clicking on arrow toggle toggle the open state on the Mouse Down event. Amend 05420ea2c. 2020-08-20 22:38:00 +02:00
ocornut
97dad66516 Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. 2020-08-20 16:49:11 +02:00
ocornut
9262609eaf Version 1.79 WIP 2020-08-20 16:46:44 +02:00
ocornut
05a25e5f36 BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(), so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range. 2020-08-20 16:24:54 +02:00
ocornut
fc9ccad6b9 InputText: Add ImGuiInputTextFlags_CallbackEdit, selection helpers in ImGuiInputTextCallbackData(). Add simple InputText() callbacks demo. 2020-08-20 11:25:39 +02:00
ocornut
024993adf9 Revert leftovers from 4c201994d4 2020-08-20 11:25:05 +02:00
ocornut
4c201994d4 DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case where v_min == v_max. (#3361) 2020-08-20 11:21:15 +02:00
ocornut
5dc5610ad5 Docs: TODO, FAQ 2020-08-20 11:20:17 +02:00
ocornut
05bc204dbd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.h
2020-08-18 17:51:43 +02:00
ocornut
95c99aaa4b Version 1.78 2020-08-18 17:50:45 +02:00
ocornut
c6b01e8e1d Drag, Sliders: Merged ImGuiDragFlags back into ImGuiSliderFlags. (#3361, #1823, #1316, #642, #1829, #3209)
Technically API breaking (but ImGuiDragFlags were pushed on master 16 hours ago)
2020-08-18 17:02:58 +02:00
omar
b36d1d465d Docking: Untangle a little bit of the ActiveIdClickOffset mess. 2020-08-18 12:40:43 +02:00
omar
14539b3ed2 Update Emscripten readme about emrun (#3412) 2020-08-18 12:34:19 +02:00
omar
d3fcc37e9e Update Emscripten readme about local XHR requests (#3412) 2020-08-18 12:27:40 +02:00
ocornut
25a9209b75 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2020-08-17 23:29:17 +02:00
ocornut
3c65b650e8 Merge branch 'features/logarithmic_sliders' 2020-08-17 22:11:09 +02:00
omar
f32663b33c Drags, Sliders: Removed locking behavior with min > max (added in 1.73) 2020-08-17 22:10:42 +02:00
omar
7f8f0096d8 Internals: Renamed SliderCalcRatioFromValueT() -> ScaleRatioFromValueT(), SliderCalcValueFromRatioT() -> ScaleValueFromRatioT().
Replaced drag/slider flags with a single bool is_logarithmic in those functions.
2020-08-17 22:10:42 +02:00
omar
fb0f2ebd41 Drags, Sliders: Tweaks. 2020-08-17 22:10:42 +02:00
Ben Carter
fa279a6aa0 Drags, Sliders: Added deadzone to make selecting 0.0 on linear sliders easier, slider navigation delta accumulation. (#3361, #1823, #1316, #642) 2020-08-17 22:10:42 +02:00
omar
f75b29e7be Drags, Sliders: Added ImGuiDragFlags_NoInput/ImGuiSliderFlags_NoInput to disable turning widget into a text input with CTRL+Click or Nav Enter. 2020-08-17 22:10:42 +02:00
omar
8018623c5b Drags, Sliders: Added ImGuiDragFlags_NoRoundToFormat / ImGuiSliderFlags_NoRoundToFormat flags (#642) 2020-08-17 22:10:41 +02:00
omar
170d02bd99 Drags, Sliders: Added ImGuiDragFlags_ClampOnInput/ImGuiSliderFlags_ClampOnInput flags to force clamping value when using CTRL+Click to type in a value manually. (#1829, #3209) 2020-08-17 22:10:41 +02:00
omar
7607aea018 Drags, Sliders: Removed power features. Old entry points will pass-through if power=1.0f, otherwise assert + safe fallback. Remove 3 redirection functions (#3361, #1823, #1316, #642) 2020-08-17 22:10:41 +02:00
omar
43c099f31e Drags, Sliders: Logarithmic: Moved flags to internals, allowing 1.0f to pass by. (#3361, #1823, #1316, #642) 2020-08-17 22:10:41 +02:00
omar
152dae9e2a Drags, Sliders: Logarithmic: Split back flags into drag/slider flags. Moved to an obsolete section. (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
Ben Carter
9f98b4e7f2 Drags, Sliders: Logarithmic: Added logarithmic mode support to drag widgets, extended API to add flags to drag/sliders (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
Ben Carter
a252a287bf Drags, Sliders: Logarithmic: WIP experiments with trying to make logarithmic sliders sensible (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
ocornut
46d75202b8 Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
+ larger combo height on TabBarTabListPopupButton()
2020-08-17 12:57:47 +02:00
Louis Schnellbach
0e5b1ea297 CI: imscripten fastcomp backend is now deprecated (#3402)
Fastcomp backend was introduced here: 14b18697e6
Emscripten changelog: https://emscripten.org/docs/introducing_emscripten/release_notes.html?highlight=2.0.0:%2008/10/2020
Emscripten issue: https://github.com/emscripten-core/emsdk/pull/590

Updated CHANGELOG.txt
2020-08-12 16:26:42 +02:00
omar
a9626e1162 Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109) 2020-08-11 11:52:13 +02:00
omar
214dd68ec1 Comments, clarifying ClosePopupsOverWindow(). 2020-08-11 10:55:53 +02:00
omar
a4dd4d60b4 CI: moved static analysis to a separate project + fix (uninitialized variable, was harmless in this case). 2020-08-10 17:46:02 +02:00
omar
8241cd6284 Make moving window prevent its active id from being stolen (#3392, #3243, #1738)
Amend 7b3d379, 615e9ae3

# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2020-08-10 16:30:23 +02:00
omar
a5ba26806f Make moving window prevent its active id from being stolen (#3392, #3243, #1738)
Amend 7b3d379, 615e9ae3
2020-08-10 16:28:46 +02:00
omar
dbc70f21a9 Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a4. Most typically noticable when disabling multi-viewport. 2020-08-10 15:54:41 +02:00
omar
009276b6cb Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (#3394, #2424, #1463) [@nobody-special666]
Amend 7dea158175
+ Fix vsproj GUID
2020-08-10 15:31:48 +02:00
omar
85a661d276 Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an empty node. (#3398) 2020-08-10 12:55:37 +02:00
omar
acf043a675 Docking: Moved code unjustly in DockNodeTreeFindNodeByPos() out of it and into caller (should have no side-effect ideally). Removed dupe in Begin() from earlier merge. 2020-08-10 12:52:23 +02:00
omar
2c13a74a9d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
2020-08-10 11:35:51 +02:00
omar
209a6a751c Revert "Examples: Switch most VS projects to enable Edit & Continue by default (may need to upgrade projects to latest toolchain)"
This reverts commit a24578ec09.
/ZI not supported on 64-bit on some toolchains, leaving to default is best?
2020-08-10 11:33:59 +02:00
omar
89ac87cd91 Internals: Added SetLastItemData, rename ImGuiItemHoveredDataBackup to ImGuiLastItemDataBackup. 2020-08-10 11:31:55 +02:00
ocornut
90b152f265 ImFontAtlas: Fixed multiple rebuild with same inputs erroneously increased ConfigDataCount. CI: Update Ubuntu 18.04 > 20.04 (motivated by #3369)
Fix Freetype warning.
2020-08-07 16:27:55 +02:00
ocornut
ede8825fb2 Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. Broken by a06eb833 (#3390) 2020-08-07 15:24:00 +02:00
omar
b15b25bccd TabBar: made a change to that declared ideal width (for auto-resize) won't lag by an extra frame.
Vaguely relate to underlying (uncommited) work for #3291
2020-08-06 16:35:29 +02:00
omar
8074b49148 Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). (#3187, #3386)
# Conflicts:
#	imgui_widgets.cpp
2020-08-05 19:24:07 +02:00
omar
fc61018b1c Demo: Renamed "Layout" -> "Layout & Scrolling". Fixed usage of local struct as template class (c++11). 2020-08-05 17:10:06 +02:00
omar
473a01adb0 Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll limits. (#3379) + Demo: Rename "Layout" to "Layout & Scrolling". 2020-08-05 17:09:40 +02:00
omar
a24578ec09 Examples: Switch most VS projects to enable Edit & Continue by default (may need to upgrade projects to latest toolchain) 2020-08-05 15:02:30 +02:00
omar
db886f3953 Demo: Rework Clipping section. Fix for static analysis. Added bindings in Readme. 2020-08-05 10:43:42 +02:00
omar
963839373c Demo tweaks + general removal of the word dummy were possible with no issues (kept the API call). 2020-08-03 21:31:42 +02:00
omar
de1588928b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-08-03 19:54:31 +02:00
omar
55041ac3be Demo: Removed thin triangle and aligned code. 2020-08-03 19:46:26 +02:00
omar
912c45ab23 Demo: Improve "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. 2020-08-03 19:46:25 +02:00
omar
4929a8e4a5 InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) and allowed to pass them to InvisibleButton(). 2020-08-03 18:45:30 +02:00
omar
a876ad877d Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) from marking the window as moved.
+ comments
2020-08-03 18:05:20 +02:00
omar
5d87941451 Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled from the merged/target font settings when merging fonts, instead of being pulled from the source font settings. 2020-08-02 12:20:13 +02:00
omar
76ddacd2a1 Internals: Backport HoveredWindowUnderMovingWindow code from Docking branch.
(effectively allowing a window to be a drag payload without have to make it _NoInputs)
2020-07-29 15:32:25 +02:00
omar
70fa37527d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2020-07-29 15:15:14 +02:00
omar
218ff3a2a5 Internals: Backport one ->WasActive test in NavRestoreLastChildNavWindow() from 9bf6509c6 + minor/shallow bits from docking branch. 2020-07-29 15:11:24 +02:00
omar
c7f5876f8a Internals: backport window HitTestHole code from docking branch + RenderRectFilledWithHole() helper. (#1512, #3368) 2020-07-29 15:03:52 +02:00
omar
bbd061538c Internals: Drag/Sliders: simplified some code. 2020-07-24 13:00:56 +02:00
omar
b8c22bdb28 DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both min and max value are on the same value. (#1441) 2020-07-23 19:05:18 +02:00
omar
fdc526e8f8 Stop advertisting for Drag v_min>v_max which was introduced in 1.73 likely for 0537ac00 then made unnecessary with 32c33c66, added undocumented ImGuiItemFlags_ReadOnly as possible replacement (unused), (#211) 2020-07-23 18:19:11 +02:00
omar
b335225caa Internals: Extract ImFontAtlasBuildRender1bppRectFromString() out of ImFontAtlasBuildRenderDefaultTexData() + minor renaming, comments 2020-07-22 17:31:59 +02:00
Rokas Kupstys
3d4af15d1d Backends GLFW: Use GLFW_MOUSE_PASSTHROUGH when available. 2020-07-17 18:44:09 +02:00
omar
cba52b66af Backends: GLFW: Fixed enabling ImGuiBackendFlags_HasMouseHoveredViewport broken by 950539b7.
As it turns out, back-end passing NULL hovered with HasMouseHoveredViewport is also broken which defeats some of its purpose.
2020-07-17 18:14:04 +02:00
omar
e223bd8177 ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0. 2020-07-16 22:25:56 +02:00
omar
4be8155002 Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.. 2020-07-16 21:51:49 +02:00
omar
825f2ae455 Demo: Tweak "child windows" section. (#3318) 2020-07-16 17:20:24 +02:00
omar
f79f0e42f7 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
2020-07-14 18:38:47 +02:00
omar
eefae08261 Nav: Fixed clicking on void from not clearing focused window. Amend d31fe97f7. (#3344, #2880)
This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard flag being cleared accordingly.
2020-07-14 18:36:35 +02:00
omar
550f110354 InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more than ~16 KB characters. (#3349) 2020-07-12 23:51:13 +02:00
omar
cbade7b16d Docking: Workaround recovery for node created without the _ockSpace flags later becoming DockSpace. (#3340) 2020-07-10 19:17:49 +02:00
omar
fb7f6cab8c Backends: Amend, docs + extra comments. (#3330, #3245) 2020-07-10 14:36:00 +02:00
Moritz Heinemann
06f7854b16 Backends: OpenGL3: Add glad 2 to OpenGL loaders. (#3330) 2020-07-10 14:34:25 +02:00
omar
b626dd57d3 Backends: DX12, Viewports: Tidying up, renaming. 2020-07-10 12:20:03 +02:00
omar
cb1d578470 Backends: DX12, Viewports: Fixed issue on shutdown when viewports are disabled. (#3347) 2020-07-10 12:09:24 +02:00
omar
89685b346c ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex.
Actual missing code for d3b37180a3, thanks @domgho!
2020-07-09 11:21:31 +02:00
omar
66336528c8 Merge branch 'features/tex_antialiased_lines' (#3245) 2020-07-08 20:20:07 +02:00
omar
3a6c9907cd Texture-based thick lines: Minor tweaks and rename toward merging in master. Changes to allow changing AA_SIZE (disable texture path). 2020-07-08 20:18:41 +02:00
Ben Carter
b5bae9781d Texture-based thick lines: Only use textured lines for integer line widths 2020-07-08 17:38:02 +02:00
omar
78d6bdf080 Texture-based thick lines: Remove unnecessary indirection in fetching UV data, removed lerp call, renames, tweaks. 2020-07-08 17:38:02 +02:00
Omar
a07c8b6999 Texture-based thick lines: Fixes for AddCustomRect api, add IMGUI_HAS_TEXLINES define (temporarily) to facilitate working with test cases, Demo allows growing FrameBorderSize for testing 2020-07-08 17:38:02 +02:00
Ben Carter
21d9e8e1f4 Texture-based thick lines: Simplified line width calculation code and removed hack for thickness 1.0 lines 2020-07-08 17:38:02 +02:00
Ben Carter
403bf45245 Texture-based thick lines: Allow interpolation between textures for non-integer line widths 2020-07-08 17:38:01 +02:00
omar
222b7ddbfa Texture-based thick lines: Tweaks, fix for truetype builder. 2020-07-08 17:38:01 +02:00
Ben Carter
741ab74b55 Texture-based thick lines: Improvements to code for drawing anti-aliased lines using textures
Moved line width into a constant
Removed test code (now in imgui-tests)
Improved matching between geometry and texture rendering at non-integer sizes
2020-07-08 17:38:01 +02:00
Ben Carter
1d3c3070d8 Texture-based thick lines: Initial version of AA line drawing using textures (press SHIFT to enable) 2020-07-08 17:38:01 +02:00
Ben Carter
8e4046e13b Atlas build use GetCustomRectByIndex() + comments, rename, and shallow merge from tex_antialiasing_lines branch. 2020-07-08 17:25:40 +02:00
Rokas Kupstys
0d03e1fafa CI: Fix emscripten builds that broke due behavior change of emscripten SDK. 2020-07-07 13:06:02 +02:00
omar
4f5aac319e Docking: moved local-ish IMGUI_DOCK_SPLITTER_SIZE to DOCKING_SPLITTER_SIZE at the top of the file. 2020-07-03 15:51:05 +02:00
omar
fc9d6b6cb5 Docking: Added experimental flags to perform more docking filtering and disable resize per axis. Designed for toolbar patterns.
The local/shared flags specs, saving and inheriting rules are pretty inconsistent at the moment.
2020-06-30 19:55:59 +02:00
omar
a1d2c6fad9 Fixed invalid comment (#3327) 2020-06-30 19:00:31 +02:00
omar
4bdbea8375 Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be properly handled but this is a step toward toolbar emitting size constraints. 2020-06-30 18:53:13 +02:00
omar
2b9d88196e Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on WantLockSizeOnce forever (#3328)
(Ensure if the fact that WantLockSizeOnce was kept when only 1 child is visible was desired/desirable)
2020-06-30 18:52:02 +02:00
omar
ab4ef822f0 Version 1.78 WIP 2020-06-30 16:56:09 +02:00
omar
90ea7e2f2f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-06-30 16:43:16 +02:00
Rokas Kupstys
0738611559 Misc: Bunch of code formatting changes suggested by a pass running 'astyle' 2020-06-30 16:37:21 +02:00
omar
dca7c3c629 TestEngine: Added hook to notify test engine of a removed imgui context. 2020-06-29 20:16:55 +02:00
omar
ddabfc3477 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-06-29 17:15:40 +02:00
omar
9418dcb693 Version 1.77
+ fix minor clang-tidy warnings which seems reasonable
2020-06-29 15:54:28 +02:00
omar
122febcdbf IO: Added storage for PenPressure (unused by core library, to facilitate experiments) (#2372) 2020-06-29 15:03:11 +02:00
omar
f4f04cb5ec Windows: Amend 6b0cf2e6 to facilitate working in viewport branch + handle safe area padding and ConfigWindowsMoveFromTitleBarOnly.
# Conflicts:
#	imgui.cpp
2020-06-25 23:14:46 +02:00
omar
dd02a180b5 Windows: Amend 6b0cf2e6 to facilitate working in viewport branch + handle safe area padding and ConfigWindowsMoveFromTitleBarOnly. 2020-06-25 23:04:55 +02:00
Rokas Kupstys
d7ef56dca2 Windows: Fix unintended window size changes when resizing windows close to main viewport edges. 2020-06-25 22:58:39 +02:00
Rokas Kupstys
6b0cf2e6ae Windows: Fix unintended window size changes when resizing windows close to main viewport edges. 2020-06-25 22:16:19 +02:00
omar
45a7cf47ab FAQ update, removed redundant block in imgui.cpp 2020-06-25 16:44:06 +02:00
omar
5628416bd3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2020-06-25 14:03:40 +02:00
omar
fed80b9537 Popups: Changed 'int mouse_buttons' to ImGuiPopupFlags. Added ImGuiPopupFlags_NoOpenOverExistingPopup, ImGuiPopupFlags_NoOpenOverItems. Refactored signature of BeginPopupContextWindow(). 2020-06-23 20:05:15 +02:00
omar
5acf6d861a Popups: Added ImGuiPopupFlags type, ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen().
# Conflicts:
#	docs/CHANGELOG.txt
2020-06-23 20:00:32 +02:00
omar
1c35750ee0 Added ImGuiCond_None for consistency and for generated bindings needing this for enums mapping. 2020-06-23 19:45:31 +02:00
omar
7538bbabb6 Demo: Commented out ideas on another way to center a window. 2020-06-23 19:01:40 +02:00
omar
e1d7e14717 Viewports: used main viewport for centering (wip), clarified the meaning of how ImGuiPlatformMonitor WorkPos/WorkSize should be set if unknown, added asserts. 2020-06-23 18:42:01 +02:00
omar
a616ff5d4a BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. (#915, #3091)
# Conflicts:
#	imgui.cpp
2020-06-23 17:54:55 +02:00
omar
b83a1f3b00 BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. (#915, #3091) 2020-06-23 17:52:13 +02:00
omar
68389200c4 Internals: Comments about CalcWrapWidthForPos() (#778) 2020-06-23 16:29:48 +02:00
omar
e0ec69d84b Internals: Added ImageButtonEx() helper to temporarily bypass ID issues (#2464, #1390) 2020-06-23 15:47:07 +02:00
omar
76e40fe5d1 Docking: Fix misuse of PushClipRect in UpdateWindowManualResize(). (#3311) 2020-06-20 22:09:58 +02:00
omar
20d61f5f62 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-20 22:06:01 +02:00
omar
1a1dcea1a0 Internals: Initialize drawlist earlier in Begin() to facilitate detecting accidental draw earlier than legal. (#3311) 2020-06-20 22:04:04 +02:00
omar
99f68d7958 Docs: Added FAQ entries removed old one which is misleading today. Misc tweaks. 2020-06-19 11:34:04 +02:00
omar
9c2a36f573 Internals: clarified the code for ClampWindowRect().
As a side-effect, some rounding error may be neutralized however this isn't the intent. (#3309)
2020-06-19 10:08:05 +02:00
omar
8ead38c100 Clang: Reduce uses of __has_warning for overall sanity, as compilers are hostile to software targetting multiple compiler version. 2020-06-18 17:02:24 +02:00
omar
704723744e Disabled latest overzealous warnings from Clang 2020-06-18 16:19:51 +02:00
Louis Schnellbach
b1d8309abc Added ImGuiTabItemFlags_NoTooltip for individual Tab Item. 2020-06-18 15:55:10 +02:00
ocornut
078571b7a9 Popups: added comments, reorganized the functions in imgui.h 2020-06-16 23:39:00 +02:00
ocornut
6e138504c1 Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) 2020-06-16 19:32:59 +02:00
ocornut
37eb89371b Popups: Internals: Added IsAnyPopupOpen(). 2020-06-16 18:46:25 +02:00
ocornut
d31fe97f74 Popups: Fix an edge case where programatically closing a popup while clicking on its empty space would attempt to focus it and close other popups. (#2880) 2020-06-16 17:10:47 +02:00
ocornut
1dfd0634cb Internals: Allow ItemHoverable() to be used with id==0 to facilitate high-level read-only hover test in widget code. 2020-06-15 22:13:06 +02:00
ocornut
99ab521024 Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + Removed CalcItemRectClosestPoint() entry point 2020-06-15 22:12:38 +02:00
ocornut
c658cba22b Comments, reworded some !(xxx && xxx) complex expression to be a little less confusing. 2020-06-15 18:06:48 +02:00
omar
90c0c0c163 Columns: Lower overhead on column switches and switching to background channel. (second attempt for 9b3ce49)
Internals: Bits, comments, added ImRect::ToVec4()
2020-06-13 18:04:50 +02:00
Ben Carter
d3b37180a3 ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex.
Amend 5363af7f47, 051ce0765e
2020-06-13 14:16:29 +02:00
ocornut
2665288b30 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-11 11:36:38 +02:00
ocornut
a933cc4f4d Documentation update 2020-06-11 10:21:31 +02:00
ocornut
64d8d302fb ImDrawList: Fixed VtxOffset change leading to unnecessary leading empty ImDrawCmd in certain cases. 2020-06-10 19:16:14 +02:00
ocornut
16da8e6da6 Revert "Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)"
This reverts commit 9b3ce494fd.
2020-06-10 17:54:19 +02:00
ocornut
53f0f97273 Added FAQ entry about DPI. Added Japanese font loading example. 2020-06-09 17:29:26 +02:00
ocornut
40b799023b Docs: Update fonts.md (#2861) + update all references to FONTS.txt 2020-06-09 16:56:48 +02:00
Scott
a72754886f Docs: Initial draft of fonts documentation (#2861) 2020-06-09 16:56:45 +02:00
ocornut
9b3ce494fd Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)
This change benefits Columns but was primarily made with Tables in mind.
2020-06-08 23:18:23 +02:00
ocornut
84862ec78e ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) 2020-06-08 20:58:30 +02:00
ocornut
3bef743df4 ImDrawList: Clarifying and guarateeing that CmdBuffer.back()->UserCallback should be always be NULL. 2020-06-08 20:58:30 +02:00
ocornut
b1f2eacdf3 ImDrawList: Prefixed internal functions with underscore, renamed UpdateClipRect() to _OnChangedClipRect(), UpdateTextureID() -> _OnChangedTextureID() 2020-06-08 20:58:30 +02:00
ocornut
e35a813d57 ImDrawList: Separating PrimXXX sections from more internals helper in the header file. 2020-06-08 20:58:30 +02:00
ocornut
117d57df5b ImDrawList: Additional comments and extracted bits into ImDrawList::PopUnusedDrawCmd() 2020-06-08 20:58:29 +02:00
ocornut
a6bb047bab ImDrawList: Store header/current ImDrawCmd in instance to simplify merging code. Amend 0320e72, toward #3163, #3129 2020-06-08 19:36:02 +02:00
ocornut
57191fe3d0 Comments about limiting WindowRounding to a reasonable size. 2020-06-08 14:17:49 +02:00
ocornut
f6120f8e16 ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#259 2020-06-06 21:31:31 +02:00
ocornut
41f47c853b ImDrawList: Amend 0320e72 removed an unnecessary test. 2020-06-06 20:35:29 +02:00
ocornut
8baa4ccff5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-06 20:31:24 +02:00
ocornut
0320e7257b ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.
+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
2020-06-06 20:27:24 +02:00
ocornut
003153b3ac ImDrawList: Tweaks to make style consistent (using pointers, same local names). Added comments. Should be no-op. 2020-06-06 20:26:04 +02:00
thedmd
e22e3f300a ImDrawList: Fixed an issue when draw command merging or cancelling while crossing the VtxOffset boundary would lead to draw command being emitted with wrong VtxOffset value. (#3129, #3163, #3232) 2020-06-06 18:54:53 +02:00
ocornut
78d5ccfb90 ImDrawList: PushColumnsBackground(): Fixed incorrect assert. (#3163) 2020-06-06 18:54:46 +02:00
Rokas Kupstys
5af8a8c7e8 CI: Extra warnings for builds with Clang. Backends: OpenGL3: Fix sign conversion warnings. 2020-06-05 15:50:12 +02:00
Rokas Kupstys
dc49b14e29 Misc: Fix examples of using other OpenGL3 bindings in Makefiles. 2020-06-05 14:05:39 +02:00
Mark Jansen
6eb66fbef3 Backends: Win32: Cache the result of a windows version check. (#3283)
This is not expected to change while the application is running :)
2020-06-05 01:23:18 +02:00
ocornut
79fbab543d Minor fix to avoid undefined behavior sanitizer triggering (#3276) 2020-06-04 18:59:04 +02:00
ocornut
53dfccbe4b imgui_freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. (#618) 2020-06-04 17:53:50 +02:00
omar
5e976e9b05 Title capitalization (#3280) 2020-06-03 22:04:14 +02:00
ocornut
41e8837f59 Comments, adding some spacing in ImVec2() constructors. 2020-06-02 18:13:54 +02:00
Giovanni Funchal
3f26a07ee1 Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) 2020-05-25 18:57:23 +02:00
ocornut
5d472c4895 Merge branch 'master' into docking + fixes for #3259
# Conflicts:
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2020-05-25 18:32:15 +02:00
ocornut
5ddf60d8ce Commit to facilitate branches merges 2020-05-25 18:28:25 +02:00
ocornut
a06eb83359 Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) 2020-05-25 18:15:59 +02:00
ocornut
0fe5170bc4 Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch + comments (#1542) 2020-05-25 16:28:55 +02:00
Rokas Kupstys
6b688561aa CI: Test building without C++ runtime on GCC/Clang. 2020-05-25 14:43:18 +02:00
ocornut
bb2529dd48 Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends. 2020-05-25 12:26:59 +02:00
ocornut
a056603d8b Backends: Vulkan: Rename internal helper ImGui_ImplVulkanH_CreateWindow to ImGui_ImplVulkanH_CreateOrResizeWindow 2020-05-25 12:12:02 +02:00
ocornut
9c209d5a90 Minor amend 9028088 (#3261) 2020-05-25 11:42:45 +02:00
Nicolas Burrus
43f79aa210 Backends: OSX: import the glfw workaround to avoid missing mouse clicks. (#3261) 2020-05-25 11:42:45 +02:00
Nicolas Burrus
39d17ca07f Examples: Apple: catch events from the right and other mouse buttons when using Cocoa. (#3260) 2020-05-25 11:29:41 +02:00
omar
d29157ce58 Moved static array with non-trivial constructors outside of function seems to remove requirement of linking with libstdc++ on some compilers. 2020-05-24 12:32:31 +02:00
omar
c8cde28cf3 IO: AddInputCharacters function ignore 0 input. (#3252)
Amend ef13d954 + c8ea0a01 (#2541, #2538, #2815)
2020-05-20 17:56:08 +02:00
Espyo
f44962c01a Backends: Allegro: Don't call AddInputCharacter if the pressed key has no character. (#3252) 2020-05-20 17:48:21 +02:00
omar
75bbbda645 Examples: Update comments to get SDL2 package with msys2's pacman (#3251) 2020-05-20 11:44:00 +02:00
ocornut
615e9ae345 Docking: Fix undocking (#3243), amend 7b3d3798 (#1738) 2020-05-18 15:08:47 +02:00
ocornut
417ac68f82 Internals: AddPolyline: Add spaces for consistency, renaming. 2020-05-18 12:07:53 +02:00
omar
3b3af6b731 Docking: Fix extraneous function declaration (#3236) + moved some other declarations in imgui_internal to facilitate moving docking code. 2020-05-16 16:11:42 +02:00
omar
e4d8267188 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-05-16 14:14:51 +02:00
Mr. Metric
39c978f499 Fix typo/bug introduced by 0679e056 (#3231, #3209, #1829, #946, #413) 2020-05-15 10:51:51 +02:00
omar
1cd32d3afe Docking: moving small docking context to imgui_internal.h, removed unnecessary indirection, renaming. 2020-05-14 00:19:56 +02:00
omar
476daf9aac Settings: Added ReadInitFn pre-load handler.
(docking branch already has it, so it'll probably conflict with same contents)
2020-05-13 23:51:29 +02:00
omar
5fdfa32cce Update README.md 2020-05-12 15:42:29 +02:00
Chris Savoie
03ea87ea28 Backends, Win32: Request monitor update when dpi awarness is enabled to make sure they have the correct dpi settings. 2020-05-11 19:31:35 +02:00
Maru
6b80bd9cc3 Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217)
https://en.wikipedia.org/wiki/Hangul_Syllables
2020-05-11 18:01:42 +02:00
Chris Savoie
c46b79846c Metrics: Fix metrics crash with viewports. 2020-05-11 17:54:07 +02:00
omar
6636cb9f2f Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213) 2020-05-11 17:29:50 +02:00
Rokas Kupstys
a6f4b0fd70 Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207)
First call to EndPopup() called NavRequestTryWrapWindow() which performed wrap-around operation while we were not done composing menu. This resulted in navigation wrapping around to first item.
Since wrap-around operation is only valid in last call to EndPopup() and there is no way to know which call is last - this operation is delayed to the end of the frame.
2020-05-11 15:30:12 +02:00
omar
7b3d379819 FocusWindow(NULL) correctly steal active id from previous window. (#1738) amend b0a9bbf6 2020-05-08 18:36:05 +02:00
Albert Vaca
685ca27d84 Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) 2020-05-08 17:32:34 +02:00
Ivan Zinkevich
1e7672acf4 Backends: DX12: Fixed OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
Tested with detaching/attaching a viewport and resizing it. DX12 debug
layer is clean.
2020-05-08 17:26:46 +02:00
omar
8596f2b0fc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-05-08 17:07:40 +02:00
omar
4f33dd15c4 Internals: stand-in for large branches to facilitate merging. 2020-05-08 17:00:11 +02:00
omar
5f752a5ba9 Internals: shuffling some sections (2) 2020-05-08 16:30:14 +02:00
omar
f466cfc2ca Internals: shuffling some sections, added index. 2020-05-08 16:21:00 +02:00
omar
3aa1684129 Comments 2020-05-08 15:59:59 +02:00
omar
538d28e29e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-05-08 00:00:03 +02:00
omar
c0d5b3f55a Fix to facilitate branch merges 2020-05-07 23:58:35 +02:00
omar
53ebd6a02f Metrics: Added Table settings block. 2020-05-07 23:54:32 +02:00
omar
574ff0a280 Docking, Settings: Allow reload of settings data at runtime. (#2573) 2020-05-07 23:28:29 +02:00
omar
51e568f9dc Docking: Fix to allow basic reload of non-docking .ini data (following d33021d8) + moved settings blocks 2020-05-07 23:26:59 +02:00
omar
582f4db59b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-05-07 22:13:47 +02:00
omar
d33021d828 Settings: Made it possible to load window .ini data mid-frame. Added clear and post-read handlers. (#2573) 2020-05-07 21:38:04 +02:00
omar
b6a04d7750 Settings: Added Clear Settings in Metrics. (#2188) + Preserve last loaded copy in internal buffer used for save (so it can be browsed easily). 2020-05-07 21:38:03 +02:00
omar
9ee442d3f0 Metrics: Added a "Settings" section with some details about persistent ini settings. InputText: Assert early on null buffer. 2020-05-07 21:34:44 +02:00
omar
510f301c9f Internals: Removed seemingly unnecessary size_on_first_use arg to CreateNewWindow(), extracted code into ApplyWindowSettings. 2020-05-07 21:34:00 +02:00
omar
0679e05677 Internals: Added code in TempInputScalar() to clamp values, NOT used by stock Drag/Float (#3209, #1829, #946, #413) 2020-05-07 12:27:21 +02:00
omar
673d6df85f Demo: Clamping font scale. Added helpers in demo. Comments. Update sponsors. (#3206) 2020-05-07 11:45:41 +02:00
omar
f152fac4f1 Demo: Wrapped many (not all) code and comments lines to 120 characters to fit below GitHub viewer limit. (#3193) 2020-05-05 21:33:16 +02:00
omar
419f905f91 Demo: Extracted some code out of ShowStyleEditor() into NodeFont(). 2020-05-05 19:53:54 +02:00
omar
11a3e75f47 Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) 2020-05-04 20:46:20 +02:00
omar
5116eee108 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-05-04 15:05:07 +02:00
omar
b4dd28ffbb Style: Added style.TabMinWidthForUnselectedCloseButton settings.
Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
Set to an intermediary value to toggle behavior based on width (same as Firefox).
2020-05-04 14:58:21 +02:00
omar
099091280f Backends: DX10/DX11: Minor tweaks. 2020-05-04 11:40:31 +02:00
Silent
1e9abf60d1 Backends: Keep shader blobs as local variables. (#3176) 2020-05-04 11:22:43 +02:00
Rokas Kupstys
794bf7a28d CI: Implement builds with IMGUI_DISABLE_WIN32_FUNCTIONS, IMGUI_DISABLE_FILE_FUNCTIONS, IMGUI_USE_BGRA_PACKED_COLOR IM_VEC2_CLASS_EXTRA, IM_VEC4_CLASS_EXTRA and building library as a DLL. 2020-05-04 11:05:07 +02:00
omar
d5ce3b43ae Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) 2020-05-04 11:03:41 +02:00
Clownacy
a2454f2a45 Use __NEWLIB__ instead of __SWITCH__ and __CYGWIN__ for alloca.h-detection (#3070)
Cygwin uses newlib, so it's covered by the __NEWLIB__ check.
You can see how it defines __NEWLIB__ here: https://cygwin.com/git/?p=newlib-cygwin.git;a=blob;f=newlib/configure.in#l453
2020-04-28 16:15:00 +02:00
Ryan Pavlik
8cbff5ccb2 Fix various typos. (#3161)
(found by Debian's lintian on a package that uses imgui.)
(found by codespell.)
2020-04-28 16:10:15 +02:00
Rokas Kupstys
2593b6a1c8 Drag and Drop: Fix unintended fallback "..." tooltip during drag operation when drag source uses _SourceNoPreviewTooltip flags. (#3160) 2020-04-27 13:51:07 +02:00
Chris Savoie
73c30aa085 Backends: Vulkan: Don't skip drawing when there's no vertexes to ensure that user callbacks are still processed. 2020-04-26 20:26:06 +02:00
Matt Haynie
d3212482fe Fix multiple macro definitions of GLFW_INCLUDE_NONE (#3157) 2020-04-23 22:58:45 +02:00
omar
5ac5d3674f Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. 2020-04-23 19:27:04 +02:00
omar
223297b075 Clarified comments about popups input blocking and ImGuiHoveredFlags_AllowWhenBlockedByPopup flag. (#3154) 2020-04-23 16:32:01 +02:00
omar
7ddc1adefb Internals: FIxed commented out IMGUI_DEBUG_LOG_xxx macros, added extra. Revert incorrect 103c5edaa. 2020-04-22 16:41:18 +02:00
Silent
fd6d3155c0 Fix wrong comment in ImGuiCond_ (#3139) 2020-04-22 10:13:20 +02:00
u3shit
528b12eb7a Fix glClipControl(GL_UPPER_LEFT) handling in opengl3. 2020-04-22 10:10:51 +02:00
ocornut
266dff9bed Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2020-04-20 11:33:56 +02:00
ocornut
c0283c1289 TestEngine: Changed PushID hooks into GetID(), makes more sense and catches more information. 2020-04-20 11:31:30 +02:00
omar
37f665b619 Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) 2020-04-19 17:52:09 +02:00
Rokas Kupstys
7f8b076f2b Viewports, Backends: GLFW: Fix windows resizing incorrectly due to GLFW firing window positioning callbacks on next frame after window is resized manually. (#2117)
+ Docking fixed PVS warning
2020-04-18 11:27:34 +02:00
Patryk Czachurski
36ac557df0 Docking: Fix unused variable warning. (#3135) 2020-04-18 11:09:44 +02:00
András Kucsma
388bf66247 Fix missing comma in FAQ.md (#3134) 2020-04-17 18:50:33 +02:00
omar
9f9ff84ba1 TestEngine: Added PushID() hooks. 2020-04-16 16:59:46 +02:00
omar
b0e9092d6f TestEngine: Added extra storage and global enable flag. Added missing ItemInfo hooks. 2020-04-16 16:56:15 +02:00
omar
3233fbff0e Internals: Added SetNextWindowScroll() (#1526) 2020-04-16 14:07:58 +02:00
omar
1fd9e131e4 TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick or _OpenOnArrow would open the node. (#143) 2020-04-15 13:06:05 +02:00
omar
54b38d88f7 TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is set. Added basic demo code. (Amend 05420ea) 2020-04-15 12:31:51 +02:00
omar
e8c986b34e Version 1.77 WIP 2020-04-14 14:55:50 +02:00
SergeyN
013013737f Viewports, Backends: DX12: Fix for crash caused by early resource release. (#3121) 2020-04-13 15:26:03 +02:00
omar
b8e2b2bd6b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-04-12 20:24:18 +02:00
omar
5503c0a12e Version 1.76
+ fixed PVS warning, update demo binaries, update readme image
2020-04-12 20:18:47 +02:00
omar
7ee623d9b1 Internals: FocusScope not inherited by popups, modals. Amend a5041c88 2ebe08be) 2020-04-12 18:58:06 +02:00
omar
ec7294d890 Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866, #2852) 2020-04-12 18:01:10 +02:00
omar
71eb4034eb Viewports: Fixed viewport merge code not testing the Minimized flag correctly. (#3118) 2020-04-12 17:48:24 +02:00
SergeyN
977ac53dd8 Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) 2020-04-12 09:55:56 +02:00
omar
f7852fa8e8 Internals: Extracted GetWindowScrollbarRect() out of Scrollbar() and tidying up code to make it more obvious how to draw over scrollbars. (#3114) 2020-04-10 11:51:17 +02:00
omar
fb70d90fef Made default clipboard handlers for Win32 and OSX use a buffer inside the main context instead of a static buffer, so it can be freed properly on Shutdown. (#3110) 2020-04-09 13:34:39 +02:00
omar
832fda8488 Fixed stray end of line blanks, added comments in .editorconfig, tweaked some headers. 2020-04-07 14:46:46 +02:00
Rokas Kupstys
c142540705 Viewports, Backends: GLFW: Avoid using window positioning workaround for glfw versions that have it fixed. Amend 09780b8. 2020-04-07 14:15:46 +02:00
omar
4e7ceb5f90 Plot: Internals: Added hovered index to PlotEx() function. (#2670) 2020-04-07 12:11:06 +02:00
omar
e9366b4c73 Regretfully moved .gitignore file from examples/ into root directory because OSX keeps pooping its DS_Store/ artifacts everywhere. (#3088) 2020-04-07 11:56:51 +02:00
omar
cc0e43e631 Backends: Comments next to include, misc minor comments/tweaks, fix imgui_impl_osx.h using IMGUI_API instead of IMGUI_IMPL_API. (#3105) 2020-04-07 11:02:43 +02:00
OmarEmaraDev
00927105ba Backends: Include imgui.h in implementation headers. (#3105)
Currently, the implementation headers don't include the imgui.h header.
Which means that the compilation will fail if the implementation header
was included before the imgui.h header in the compilation unit. For
instance, a compilation unit with the following will work:

  #include "imgui.h"
  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"

But a compilation unit with the following will fail because IMGUI_IMPL_API
and possibly other symbols will not be defined:

  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"
  #include "imgui.h"

This patch includes imgui.h in the implementation headers to make
inclusions order-invariant, which is a recommended practice.
2020-04-07 11:01:37 +02:00
omar
3930472f34 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-04-06 18:16:13 +02:00
omar
752436219d Metrics: Made Tools section more prominent, added options, made mesh viewer more accessible. 2020-04-06 18:10:24 +02:00
omar
6d03f93067 Docking: Fixed assert preventing dockspace from being stored into a tab. (#3101) 2020-04-06 15:03:01 +02:00
omar
cc0d4e346a Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users to a solution + fixed our stb wrappers.
+ Nav: Use nav layer enum, comments.
2020-04-03 12:41:33 +02:00
omar
b7e1b13ca7 Update docs, FAQ, comments (mainly related to io.WantCaptureMouse / WantCaptureKeyboard flags). 2020-04-02 21:53:10 +02:00
omar
11116eee80 Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited to 64 columns with an assert. (#3037, #125)
Essentially reverting 9d444062f9.
2020-04-02 20:01:48 +02:00
omar
3490046c97 Nav: Disabled clipping g.NavId and fixed interactions with ImGuiListClipper. (#787) 2020-04-02 17:56:35 +02:00
omar
fd56de1144 Nav: Store key mods associated to a nav request (for range_select) + use io.KeyMods.
+ renamed NavScoringRectScreen > NavScoringRect
2020-04-02 17:56:21 +02:00
omar
0e884304ee Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
2020-04-02 14:27:48 +02:00
omar
05420ea2cf TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence (this is rather standard behavior). 2020-04-02 14:26:33 +02:00
Dylan
68c5d030cd Typo in readme (#3078) 2020-03-29 15:34:57 +02:00
omar
ec2a24a5f1 Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. Comments. (#125) 2020-03-26 20:33:39 +01:00
omar
5be5add1ad Selectable: Removed extraneous WindowPadding.x worth of width when auto-sized selectable label goes off available width (would not be noticeable) + Renamed ImGuiSelectableFlags_DrawFillAvailWidth to ImGuiSelectableFlags_SpanAvailWidth. 2020-03-26 20:15:24 +01:00
omar
b4d1287011 Selectable: Clarifying the code around use of ImGuiSelectableFlags_DrawFillAvailWidth (with intent of trying to remove it).
Amend old 6251d379, 2bcafc86
2020-03-26 17:02:10 +01:00
omar
7c11997bcc Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) 2020-03-26 15:02:03 +01:00
omar
ac2247f551 Selectable: Removed seemingly ineffective text clipping offset in SpanAllColumns handling path + tweaks.
made max_x absolutely to reduce confusion.
amend cf481e1
2020-03-26 14:50:13 +01:00
omar
1d4b5def51 Alter definition of IM_UNICODE_ defines to faclitate C-binding. (#2538, #2541, #2815) 2020-03-25 21:40:20 +01:00
omar
670367e51d Added IMGUI_USE_WCHAR32 instead of "#define ImWchar ImWchar32" to faclitate C-binding. (#2538, #2541, #2815) 2020-03-24 20:15:17 +01:00
omar
9085c2cae2 Docking: Fixed unused definition leftover from a hasty merge. 2020-03-24 18:51:04 +01:00
omar
f2b01c3436 Changelog, tweak OpenGL3 backends. (#3061), update Gallery thread links. 2020-03-24 18:45:05 +01:00
David Kalnischkies
ac4262ad01 Backends: OpenGL3: Support older 2.x series of glbinding as loader for OpenGL3 (#3061)
This removes the unversioned definition IMGUI_IMPL_OPENGL_LOADER_GLBINDING in favor of two versioned ones to choose explicitly.
References: #2870, 5e2329b98e
2020-03-24 18:36:34 +01:00
Rokas Kupstys
e8568f3ec9 Menus: Fix appending to main menubar (#3068). 2020-03-24 18:20:06 +01:00
omar
4986dba270 Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial cursor position. (#3073)
This would often get fixed after the fix item submission, but using the ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
2020-03-24 11:56:21 +01:00
omar
110f506ec0 Comments in imgui.h 2020-03-19 18:39:43 +01:00
omar
16a9488c13 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2020-03-19 12:44:53 +01:00
omar
fbc93debf9 Internal: Refactor: Moved NewFrameSanityChecks as ErrorCheckNewFrameSanityChecks() 2020-03-19 12:27:16 +01:00
omar
ccf0cc8584 Added ImGuiKeyModFlags. Added additional checks in EndFrame() to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame(). 2020-03-19 12:24:32 +01:00
omar
d8824f9a9a CI: Clarify purpose of example_null, Changelog 2020-03-19 11:13:52 +01:00
Rokas Kupstys
ac5ffffc23 CI: Test builds with freetype on linux. 2020-03-19 11:05:53 +01:00
omar
bdd31ec4db Internal: Refactor: Moved RenderColorRectWithAlphaCheckerboard() to imgui_draw.cpp, tweaked signature. 2020-03-18 22:48:23 +01:00
omar
0bbbbe0f68 Internal: Refactor: Moved RenderArrow, RenderBullet, RenderCheckMark to imgui_draw.cpp, changed RenderCheckMark to avoid using ImGui context 2020-03-18 22:48:22 +01:00
David Kalnischkies
2fd411a83e Support custom stb_rect_pack filename in Freetype (#3062)
Copies the #define magic from imgui_draw.cpp to the imgui_freetype implementation to allow the use of a custom stb rect_pack here as well.
References: fe5347ef94
2020-03-18 22:14:29 +01:00
Rokas Kupstys
75a65f6fb0 CI: Test build with large indices, obsolete functions disabled and demo/metrics windows disabled.
+ amend notes
2020-03-17 20:33:28 +01:00
ocornut
339ffd25a9 Internals: Renamed ImBoolVector to ImBitVector, added low-level loose function to replicate the behavior include a help SetBitRange() function. 2020-03-13 18:50:02 +01:00
ocornut
1d5612a05e Internal: Added two missing ImVec2 operators for consistency. Split up DragDropWithinSourceOrTarget
ImVec2 *= ImVec2 to match  ImVec2 * ImVec2, likewise with /
2020-03-12 20:58:24 +01:00
ocornut
ea0399414c Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-03-11 22:30:34 +01:00
ocornut
1abb02fb67 Viewports: Fix for UWP on IME code moved back-end side (#2895, #2892) + Docking: Comments. 2020-03-11 22:28:31 +01:00
ocornut
b016f1ad70 Examples: SDL+DX11: Fixed resizing main window. Amend (#3057) 2020-03-11 21:22:52 +01:00
joeslay
a0f01d2290 Improve resizing in dx11 example (#3057)
Make the dx11 example implementation resize the window in a sane way, i.e. not the stretching/scaling the initial render to fit the new window size (current behaviour).
2020-03-11 21:22:52 +01:00
ocornut
a5041c8820 Focus: Child inherit focus scope from parent (amend 2ebe08be). 2020-03-11 21:07:39 +01:00
ocornut
9a46a19e99 Internals: Rename ImGuiSelectableFlags_PressedOnXXX to ImGuiSelectableFlags_SelectOnXXX, ImGuiButtonFlags_NoHoveredOnNav to ImGuiButtonFlags_NoHoveredOnFocus. 2020-03-11 21:07:32 +01:00
ocornut
4a10af2bda Unicode, Windows: Remove stringapiset.h include (breaks vs2010 and seems unnecessary?). (#2541, #2815) 2020-03-11 13:25:50 +01:00
ocornut
e137db2df7 CI: Enable error on warnings for the extra warnings builds as an experiment. FAQ tweaks 2020-03-10 14:09:47 +01:00
ocornut
aef057e975 Internals: Added GetInputTextState() + comments. 2020-03-07 15:55:05 +01:00
ocornut
2dcf8df9f4 Internals: Shuffled some of the windows-specific includes to avoid duplication. Might have undesirable side-effects on some compilers, please report! 2020-03-07 15:51:50 +01:00
ocornut
de37a0bfab Internals: fix potential warning. Comments around include sections. Moved a few bits. 2020-03-07 15:40:22 +01:00
ocornut
1b5b87a40e Internals: Added #define NOMINMAX before windows.h include for single-compile-unit builds. 2020-03-07 15:19:51 +01:00
ocornut
fbaf65b8f6 Revert "Viewports: Renamed UpdatePlatformWindows > PlatformWindowsUpdate, RenderPlatformWindowsDefault -> PlatformWindowsRender, DestroyPlatformWindows > PlatformWindowsDestroy (#1542)"
This reverts commit f2c7f3b200.
2020-03-06 17:53:09 +01:00
ocornut
f2c7f3b200 Viewports: Renamed UpdatePlatformWindows > PlatformWindowsUpdate, RenderPlatformWindowsDefault -> PlatformWindowsRender, DestroyPlatformWindows > PlatformWindowsDestroy (#1542) 2020-03-06 17:28:32 +01:00
ocornut
1b579a110d Viewports: Lots of comments about setting up multi-viewports. (#1542) 2020-03-06 17:25:25 +01:00
Rokas Kupstys
7e00cde8a9 Disable false-positive warning that papeared in pvs-studio v7.06.37052.34. 2020-03-05 15:26:20 +01:00
ocornut
1ecc1db226 Fix GCC warning 2020-03-05 12:35:01 +01:00
ocornut
a7ace918fe Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
2020-03-05 11:48:57 +01:00
ocornut
0850b46c88 ImDrawList: Internals: Added IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER setting. 2020-03-03 19:26:27 +01:00
ocornut
b029182a73 Merge branch 'features/unicode' 2020-03-03 18:59:54 +01:00
omar
897704cb49 Menus: Tweak for first-level menu windows to be positioned regardless of MenuBarHeight() which is not stored in window, allowing undocumented modification of the menu bar height). 2020-03-03 18:57:07 +01:00
ocornut
a41332453e Unicode: Changelog, comments, minimum CI integration. (#2541, #2538, #2815) 2020-03-03 18:53:29 +01:00
omar
0283a6e566 ImFont: Demo, Store Used4kPagesMap[] map in ImFont to facilitate iteration on all codepoints with a large value of IM_UNICODE_CODEPOINT_MAX. (#2815)
Demo uses IsGlyphRangeUnused()
2020-03-03 18:53:29 +01:00
Sam Hocevar
c8ea0a017d Unicode: UTF32 support improvements (#2541, #2538, #2815)
- Make ImWchar32 unsigned.
 - Fix Win32 version of ImFileOpen by including windows.h sooner.
 - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal
surrogate pairs.
 - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter().
 - Minor cleaning up in the high-plane Unicode support.
 - Fix Clang -Wunreachable-code warning
2020-03-03 18:53:29 +01:00
Cloud Wu
6d59653e82 Unicode: full Unicode Support (6 squashed commits) (#2541, #2538)
fix build for WideCharToMultiByte
[3181ff1e] Full Unicode Support
[6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16
[ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR
[fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen
[dc7d5925] Use windows API to convert UTF-16 for clipboard
2020-03-03 18:53:29 +01:00
ocornut
91ac93f9a6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-03-03 17:06:38 +01:00
ocornut
8c683de33f Internals: Refactor: Moved get height and contents regions functions, to Layout section. IF YOU GREAT CONFLICTS WHILE MERGING (NOT REBASING) THOSE 6 PREV COMMITS, TRY MERGING THEM INDIVIDUALLY 1 by 1 or 2 by 2 etc. 2020-03-03 17:04:32 +01:00
ocornut
05c3e0b898 Merge commit 'caca55c642d16cf1c2649831c5d06b1f26146d12' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2020-03-03 17:03:47 +01:00
ocornut
602df11f19 Internals: Refactor: Moved item width/size functions to Layout section. 2020-03-03 16:28:03 +01:00
ocornut
6c1810e503 Internals: Refactor: Moved cursor position functions to Layout section. 2020-03-03 16:27:58 +01:00
ocornut
3ce26f65d4 Internals: Refactor: Moved ItemAdd(), ItemSize(), BeginGroup(), EndGroup(), SameLine(), Indent(), Unindent() to Layout section. 2020-03-03 16:27:49 +01:00
ocornut
caca55c642 Internals: Refactor: Moved code into a Styling section and some code into the Error Handling section. 2020-03-03 16:03:28 +01:00
ocornut
2679bee28d Internals: Refactor: Moved code out of NewFrame() into UpdateTabFocus() and UpdateSettings() 2020-03-03 16:03:28 +01:00
omar
095dc996b0 Disable deprecated-enum-enum-conversion (#3040, #2983) 2020-03-02 16:13:48 +01:00
omar
628614c6ea Demo: Remove unnecessary code added by 24bd33ac. 2020-03-02 15:49:51 +01:00
ocornut
24bd33ace8 Menus: Some renaming, comments, add to demo. Amend 0342a3c. (#1207) 2020-02-28 16:42:24 +01:00
Rokas Kupstys
0342a3c548 Menus: Implement BeginMenu() appending to existing menu when executed with same ID multiple times. (#1207) 2020-02-28 16:35:33 +01:00
omar
103c5edaaa Internals: debug log macros. 2020-02-27 16:10:36 +01:00
ocornut
75de34e281 Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DocksapceOverViewport() and demo code (overlay etc) (#3035, #2889, #2474, #1542, #2109)
Clarified that BeginMenuMainBar() had an incorrect knowledge of its height (which was previously harmless).
Designed to easily allow for status bars although we don't have/use them yet, but custom code could use them.
2020-02-26 23:58:45 +01:00
ocornut
f032ad6b1f Viewports: Renamed GetRect() to GetMainRect() in prevision for work rect. Comments 2020-02-26 21:02:25 +01:00
ocornut
898e91f20d Internals: Added TempInputText() to facilitate creation of custom widgets, renamed TempInputTextScalar() to TempInputScalar() etc. (#2718)
+ Minor imgui.h/todo comments
2020-02-25 21:34:02 +01:00
ocornut
871727dd2f Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939) 2020-02-25 15:51:57 +01:00
Rokas Kupstys
3ff13edad9 Viewports: Improve menu positioning in multi-monitor setups.
This change uses mouse position for initial positioning of popup menus. It ensures that menu appears in expected location on monitor mouse is currently hovering. This change fixes incorrect menu positioning (permanent or on the first frame) when menu item spans multiple monitors.
2020-02-25 15:05:58 +01:00
ocornut
e547f898a9 Demo: Added color gradient in demo to identify srgb/linear issues better. Tweaks. 2020-02-24 12:44:19 +01:00
ocornut
0345324646 Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] 2020-02-20 12:28:06 +01:00
ocornut
7d80a8f4f5 Backends: Fix ImGui_ImplSDL2_InitForMetal() in docking branch. 2020-02-20 12:21:11 +01:00
ocornut
3c80d57dc7 Viewports, Window: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate the items. Also simpler and more standard.
Amend d8f9f6ba2a and 377f730054.
2020-02-19 23:43:04 +01:00
ocornut
02a6c06080 Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
Amend f843facba4 and 8828889d5e
2020-02-18 14:25:50 +01:00
Omar
ea3fc76038 BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) 2020-02-18 12:49:02 +01:00
Omar
bb1e6f8af6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
2020-02-17 18:33:59 +01:00
Omar
8836975dcf Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. (#3025) 2020-02-17 18:28:01 +01:00
Omar
b62f1ea8e9 Fix zealous PVS studio warnings. Minor tweaks. 2020-02-17 16:17:46 +01:00
Omar
09329ea4e6 Fix Clang 9.0 zealous warnings 2020-02-17 15:29:59 +01:00
Omar
ceec3cd3fd Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions.
(backported from the docking branch)
2020-02-17 11:15:40 +01:00
Omar
8601187fee Backends: Win32: Clarify how the WndProc handler requires a forward declaration. 2020-02-17 10:22:39 +01:00
omar
f339b24b3a Links, alphabetical order 2020-02-12 16:19:54 +01:00
omar
2bc3a92f96 Update README.md 2020-02-12 16:10:58 +01:00
omar
b4ac420fc5 Demo: Amend d284a6c (#2149, #515) 2020-02-11 19:31:53 +01:00
omar
d284a6cffc InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515) 2020-02-11 19:28:11 +01:00
omar
ccaec1a270 Version 1.76 WIP 2020-02-11 16:56:56 +01:00
omar
30bb15672d Remove trailing spaces 2020-02-10 23:22:03 +01:00
omar
70975fe44d Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. 2020-02-10 22:08:52 +01:00
omar
d8948b5343 ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default. 2020-02-10 21:24:03 +01:00
Rokas Kupstys
21b9e42964 Minor fixes to example_sdl_metal and a changelog entry.
Add example_sdl_metal to CI builds.

Closes #3017.
2020-02-10 16:53:37 +01:00
coding_jackalope
f346b4b302 Examples: SDL+Metal example. 2020-02-10 16:53:27 +01:00
omar
d16c87a5b1 Internals: Minor renaming 2020-02-10 16:46:51 +01:00
omar
8432d1bfc7 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2020-02-10 14:03:12 +01:00
omar
58b3e02b95 Version 1.75
Comments
2020-02-10 14:02:41 +01:00
omar
7e2d172ae5 Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled. 2020-02-09 17:31:18 +01:00
omar
d37d25470a Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. 2020-02-09 17:08:33 +01:00
omar
f694244dec InputText: Fix using a combination of _CallbackResize + _EnterReturnsTrue + lack of persisting user storage. (#3009)
Amend 24ff25981 (#2006, #1443, #1008)
2020-02-04 15:19:49 +01:00
omar
bdbb2b21f5 Fix 83efdcec from overflowing buffer + make it a single undo records + comments (#3008) 2020-02-03 17:39:20 +01:00
Rokas Kupstys
83efdcec8d Canceling text input with [esc] key uses stb_textedit facilities to restore original value. This makes restoration undoable using hotkeys.
Fixes #3008.
2020-02-03 15:50:17 +01:00
omar
3bde375078 Nav, Docking: Fixed failing to restore NavId when refocusing due to missing nav window. 2020-02-02 22:40:56 +01:00
omar
365b639981 Nav, Docking: Fixed failing to restore NavId when refocusing a child within a docked window. 2020-02-02 22:17:44 +01:00
omar
d4fc525614 Nav, Focus: Fixed messed up Ctrl+Tab order with Docked windows.
Amend d9bca0d853, fc41839cab, fc42528f13 for docking.
2020-02-02 21:24:53 +01:00
omar
5be649e082 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-02-02 21:21:54 +01:00
omar
5a437f198c Internals: GetItemStatusFlags(). Added Comments. 2020-02-02 21:01:22 +01:00
omar
fc42528f13 When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window. 2020-01-31 18:28:49 +01:00
omar
fc41839cab Focus: Reworking FocusWindow() so in Docking branch we can fix CTRL+Tab being out of order on Docked windows because WindowsFocusOreder is poorly maintained.
When merging this and d9bca0d8 in Docking we'll replace two ocurrences of RootWindow with RootWindowDockStop.
2020-01-31 18:27:40 +01:00
omar
fb257eef3e Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL. 2020-01-31 18:25:57 +01:00
omar
4b4be11fd2 Docking: Clarifying that DockNode!=NULL when DockIsActive. Comments. Cleanup. 2020-01-31 14:57:47 +01:00
omar
d9bca0d853 Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) 2020-01-31 14:42:59 +01:00
omar
d19297e2fa InputTextMultiline: Provide label to BeginChildEx so internal window name hold a little more context. 2020-01-31 14:42:59 +01:00
omar
47fab0e166 Misc renaming, comments. Docs: add missing spacing to Changelog. 2020-01-31 14:42:59 +01:00
Rokas Kupstys
9cff4d6e5e Columns: ImDrawList::Channels* functions now work inside columns.
Use a private splitter in columns, paving way for removal of obsolete ImDrawList::Channels* functions.
2020-01-31 12:02:56 +01:00
omar
05a49f0413 Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] 2020-01-30 17:15:15 +01:00
Konstantin Podsvirov
8cbb693f47 Emscripten: Allow filesystem support. (#3005)
Filesystem functions perfectly work for Emscripten platform. This changes remove extra changes added by #2734.
You can still disable filesystem functions by defining IMGUI_DISABLE_FILE_FUNCTIONS.
2020-01-30 16:26:09 +01:00
omar
e7bfcb970e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2020-01-30 15:21:16 +01:00
omar
6e1f8be07b Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) 2020-01-30 15:13:36 +01:00
omar
0a23582718 Examples: VS projects: Removed inconsistent/extraneous explicit linkage to imm32. 2020-01-29 20:11:42 +01:00
omar
0e89041997 Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons. 2020-01-29 18:55:49 +01:00
Rokas Kupstys
7794b104c5 Backends: SDL/Viewports: Fix crash when SDL backend is used with DirectX graphics API and system does not support Vulkan.
We must pass this flag only when we intend to render using vulkan backend.
2020-01-29 14:03:04 +01:00
omar
3b828e6f96 Fix following bbe946f (ImRect <> ImVec4) 2020-01-28 20:29:07 +01:00
omar
bbe946fb6c Minor fixes/tweaks (some to reduce drift wiih master branch) 2020-01-28 20:08:04 +01:00
omar
5f4dfad5b7 Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
2020-01-28 20:06:34 +01:00
omar
6c1a73774d Tooltip: Testing DragDropWithinSourceOrTarget in BeginTooltipEx() instead of just BeginTooltip() - feel this was an overlook. Added tooltip flags instead of using bool. 2020-01-27 22:02:43 +01:00
omar
377f730054 Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect (can happen with OS decoration on). (#1542) 2020-01-27 17:57:07 +01:00
omar
f5528001f6 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	imgui.cpp
#	imgui_internal.h
2020-01-27 14:57:00 +01:00
omar
4d4e3b97f4 TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
2020-01-27 12:37:06 +01:00
Konstantin Podsvirov
b887259974 Bindings: Improved FreeGLUT support for MinGW (#3004) 2020-01-27 12:11:29 +01:00
omar
f68075b333 Docking: Added DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear (experimental) 2020-01-24 14:20:52 +01:00
omar
f6da5000bf Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. (#3000) 2020-01-23 16:20:37 +01:00
omar
5363af7f47 AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts (amends)
Tweak default max error value, Changelog, comments, path-fast for 12 segments circles, made LUT store ImU8
2020-01-23 14:55:05 +01:00
Ben Carter
051ce0765e AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts 2020-01-23 14:52:48 +01:00
omar
2eda3585e7 Fixed hoverable/focus bug introduced in 3fe6ae97 (#2997)
+ ArrowButtonEx() internal bits.
2020-01-22 15:20:49 +01:00
Rokas Kupstys
7a22767483 CI: Add MSVC extra warnings build and correct labels of other extra warnings builds. 2020-01-22 14:17:03 +01:00
omar
f1b5c742ff Viewports: Add various comments 2020-01-20 19:59:55 +01:00
omar
7e068da2bd Docking: Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) 2020-01-20 19:29:25 +01:00
omar
3fe6ae9732 Internals: Move some Nav functions and members around (no functional change) + Misc comments 2020-01-20 18:19:03 +01:00
omar
0a3df4b2ce Update FAQ.md 2020-01-20 14:28:01 +01:00
omar
15c6abe4be Internals: Standard math functions default redirection uses a define instead of an extraneous inline function call 2020-01-20 11:48:17 +01:00
omar
8bcac7d95c Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
2020-01-17 15:18:33 +01:00
omar
e499497ec5 Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends. (#2976)
Even if realistically it is difficult to make good use of under Windows.
+ Style editor: Use a more explicit form of RadioButton() to avoid being depending on underlying flags type. (#2983)
2020-01-17 15:06:22 +01:00
omar
2478dbfdb7 Disable warning C5054 introduced in VS 2019 16.2 (#2983) 2020-01-17 14:18:16 +01:00
Loïc Molinari
6c00d1916e Disable format checks when using stb_sprintf.h
STB sprintf allows extra formats like %b or %$d. If ImGui is configured
to use STB sprintf, it generates warnings with GCC and clang when using
such formats because it keeps applying default printf-style warnings.
This commit disables printf-style warnings when using STB sprintf.

Since the printf-style warnings are defined in imgui.h based on the
compiler, IMGUI_USE_STB_SPRINTF can't just be defined in the cpp file
anymore and it's been moved as a proper config in imconfig.h.
2020-01-17 13:27:51 +01:00
omar
aa34681652 Backends: GLFW: inhibit error callback when creating cursors because X11 setups may be missing them + comment (#2980) 2020-01-17 11:36:56 +01:00
omar
9ad4c5da7e Fix zealous warnings + Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) 2020-01-16 23:44:05 +01:00
omar
f6d6880a61 Internals: Nav: PushFocusScope, PopFocusScope, GetFocusScopeID() helpers 2020-01-14 20:34:26 +01:00
omar
44174b1fa1 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
#	imgui_internal.h
2020-01-14 20:01:27 +01:00
omar
2ebe08be40 Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose.
FocusScopeId is tracked by nav scoring/request and stored in result.
It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?).
Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling.
2020-01-14 19:25:20 +01:00
omar
4f7bf7e96a Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. (#2716) 2020-01-14 14:58:36 +01:00
omar
e2eb0b4bc4 Internals: Begin tries to setup WindowTemp/DC members in same order as their declaration. Readme: remove Coverity banner (PVS is better) 2020-01-13 16:50:56 +01:00
omar
02c2d18aa3 Internals: Renaming and marking of legacy focus/tabbing system 2020-01-13 15:21:37 +01:00
omar
52334ad8df Internals: Minor ordering/comments of ImGuiWindowTempData. 2020-01-13 15:04:28 +01:00
omar
f56962cb9a ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x' + both with/without alpha when available. 2020-01-13 14:09:42 +01:00
omar
ff5299e0e0 Docs: FAQ, Comments. 2020-01-12 22:09:18 +01:00
omar
4b3c5ff5f1 Comments + minor moving 2020-01-11 16:08:17 +01:00
Rokas Kupstys
f03c00bc89 Added imgui_single_file.h, We use this to validate compiling all *.cpp in same compilation unit.
Removed Unity builds stuff from example_null/. CI builds a temporary .cpp file.
2020-01-10 19:04:35 +01:00
Rokas Kupstys
97a8dc6514 CI: Added PVS-Studio static analysis on the continuous-integration server. 2020-01-10 16:58:39 +01:00
Rokas Kupstys
ae1e3619f6 Disable some PVS studio warnings.
V1048: While they are technically correct we want to emphasize assigned values must remain same.
2020-01-10 15:20:08 +01:00
omar
861f786d81 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-01-10 14:38:09 +01:00
omar
4ee7aa72e9 ButtonBehavior: Default assignment of pressed behavior now also test for ImGuiButtonFlags_PressedOnDragDropHold which wasn't the case before. 2020-01-10 14:35:03 +01:00
omar
1eb71fc72b ButtonBehavior: Added ImGuiButtonFlags_PressedOnClickReleaseAnywhere behavior (#2971)
Rearranged flags. Added tests in 'widgets_button_press'
2020-01-10 14:34:15 +01:00
Rokas Kupstys
00c515f51a Add glbinding build sample to Makefiles of GL3 examples. (#2870) 2020-01-09 16:26:42 +01:00
omar
f9630e60c5 Metrics: Fix not being able to expand "ParentWindow" when parent window is same as root window. 2020-01-07 21:32:00 +01:00
omar
1db78b8ca7 Renaming + missing initialization + missing Changelog update. 2020-01-07 21:26:16 +01:00
Rokas Kupstys
32c33c6659 ColorEdit: Preserve last saturation value when V=0. Disable Hue editing lock.
This workaround is no longer necessary because preserving hue value prevents it from resetting when it is edited in said condition.
2020-01-07 21:26:15 +01:00
Rokas Kupstys
f6951bb67d Viewports: SDL2: Honor NoTaskBarIcon flag under non Win32 OS. (#2117) 2020-01-07 21:13:24 +01:00
Rokas Kupstys
5e2329b98e Backends: GL3: Implement glbinding opengl loader support. (#2870) 2020-01-07 21:06:37 +01:00
Rokas Kupstys
e254167afd ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) 2020-01-06 16:26:14 +01:00
omar
d581939387 Removed trailing spaces. 2020-01-06 15:24:16 +01:00
omar
22d7f26e06 Tweak wording
Remove Patreon
2020-01-06 12:55:01 +01:00
omar
0dd02dd90d Happy new year!
Comments, Replaced pictures, Removed Patreon
2020-01-06 12:41:37 +01:00
Zlatan Vasović
2b10e06555 Fix a typo 2020-01-04 17:29:51 +01:00
omar
3b1b5266e5 Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960) 2020-01-02 22:50:56 +01:00
omar
c163b856d7 Docking: Fix for IMGUI_DEBUG_INI_SETTINGS=1, comments 2020-01-02 22:35:29 +01:00
omar
dc66f83db8 Additional duplicated comments about usage of std::string and input text resize callback (#2006, #1443, #1008) 2019-12-25 17:46:35 +01:00
omar
07eb7adbb4 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-12-20 16:36:41 +01:00
omar
854fc08194 Amend f70204f2 to facilitate merges. 2019-12-20 16:34:07 +01:00
omar
061650bd2a Update Readme 2019-12-19 22:14:28 +01:00
omar
4c108d22f0 Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking
# Conflicts:
#	imgui.cpp
2019-12-19 17:01:22 +01:00
omar
f70204f2f4 Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking 2019-12-19 16:53:44 +01:00
omar
c706ff6f3a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2019-12-18 20:49:41 +01:00
omar
e01fb5462d Internals: Separator: Simplify duplicated code. 2019-12-18 18:26:28 +01:00
omar
a610f1da52 Bezier Tweaks, fixed parameter order of 3831d50 2019-12-17 16:43:05 +01:00
Rokas Kupstys
3831d50ab9 Add ImBezierClosestPoint() function which returns a point on bezier curve which is closed to a specified point. 2019-12-17 16:22:02 +01:00
omar
0f7105e156 Backends: SDL: Wayland: Use SDL_GetMouseState (amend 78ff147) (#2800, 2802) 2019-12-17 14:35:45 +01:00
NeroBurner-tux
78ff147181 SDL: On wayland use SDL_GetMouseState (#2802)
When the SDL Video backend is set to wayland the function
`SDL_GetGlobalMouseState` does not work. Most probably a security measure
for programs to not grab everything the user does
https://wiki.libsdl.org/SDL_GetGlobalMouseState

using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works
on wayland
2019-12-17 14:33:36 +01:00
omar
9d444062f9 Limiting Columns()/BeginColumns() api to 64 columns (#125)
While the current code technically supports it, future code may not so we're putting the restriction ahead.
2019-12-17 13:25:46 +01:00
omar
10fdc03a46 Clarification about Im helpers + moving GetColorXXX functions outside of that block. 2019-12-17 13:19:36 +01:00
omar
992736dc5d Merge branch 'refs/heads/master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-12-13 17:06:27 +01:00
omar
3a800f2dc9 DragFloat: Mention usage of FLT_MAX, INT_MAX etc. explicitly. (#2931) 2019-12-13 11:56:51 +01:00
omar
43bd80a40d Internals: Breaking: ImRect() default constructor initializes all fields with 0.0f
Instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). Previous behavior was designed for adding into a bounding box but rarely relied on and not worth it.
2019-12-13 11:56:00 +01:00
omar
6fdde67be2 Documentation, FAQ, todo tweaks 2019-12-10 13:37:29 +01:00
Ben Carter
0e74103659 ImDrawList: Add AddNgon(), AddNgonFilled() API. 2019-12-09 11:23:06 +01:00
omar
f9c26d23de Removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017).
Comments
2019-12-08 16:38:27 +01:00
omar
e42c1e1668 Exposed IMGUI_DEBUG_PARANOID in imconfig.h + using a #define with no value to match other uses in imconfig.h 2019-12-08 16:12:44 +01:00
Ben Carter
697f15e339 Added PrimUnreserve() API. Obsoleted calling ImDrawList::PrimReserve() with a negative count. 2019-12-08 16:06:32 +01:00
omar
e4a59d0025 TabItem: honor ImGuiTabItemFlags_NoCloseButton passed as parameter (although undocumented and part of private api) (#2923) 2019-12-07 16:22:07 +01:00
omar
f656e7775e Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
2019-12-06 16:29:36 +01:00
omar
6cbed03d4a Comments, clarified mouse button ordering. 2019-12-06 16:29:32 +01:00
Rokas Kupstys
03b7170dac Backends: GLFW: Added workaround for people who use development version of GLFW which is older than commit that added required cursor support. (#2922) 2019-12-06 15:12:26 +01:00
omar
7ff13f4ee1 Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings
(otherwise if another loader such as Glew is accessible, the opengl3 backend might automatically use it). [#2919, #2798]
2019-12-06 10:43:27 +01:00
omar
b521cd357d Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions.
(none of the other functions have it).
2019-12-05 18:33:36 +01:00
Max Thrun
6d9a54a904 Examples: Metal: Wrap main event loop body in an @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917) 2019-12-05 15:50:33 +01:00
omar
8342e5b91a Amend previous commits (added ImGuiMouseCursor_NotAllowed enum + new cursors in GLFW 3.4)
Amend b5cad20d79, 945a509773
+ unrelated minor typos
2019-12-05 15:45:30 +01:00
Rokas Kupstys
945a509773 Implement ImGuiMouseCursor_NotAllowed mouse cursor. 2019-12-05 15:32:10 +01:00
Rokas Kupstys
b5cad20d79 Implement new GLFW 3.4 resizing cursors. 2019-12-05 15:27:09 +01:00
omar
927580d4a8 Docking: Cleanup, rename DockNodePreviewDockCalc() -> DockNodePreviewDockSetup() 2019-12-04 23:06:36 +01:00
omar
abaf0256b8 Version 1.75 WIP
Added message to font file loading assert.
2019-11-28 20:58:16 +01:00
omar
a1e4af62d3 Docking: Fix bug added in 71a58261 + Misc docking omments 2019-11-28 20:52:46 +01:00
omar
28dd8d7efd Docking: Fixed various conflicts not properly resolved on 813e0c1
New git client confusion.
2019-11-27 19:27:44 +01:00
omar
4dff49b2f1 Docking, Viewports: Moving code.
Moved NewFrame() sanity checks in NewFrameSanityChecks().
Moved some of DockNodeUpdate() into DockNodeUpdateForRootNode().
2019-11-27 19:13:15 +01:00
omar
71a58261f6 Docking: Internals: Removed redundancy in code path leading to the BeginAsDockableDragDropSource(), clarified UpdateMouseMovingWindowEndFrame()
Note that the ConfigWindowsMoveFromTitleBarOnly path for UpdateMouseMovingWindowEndFrame() would previously test the window->RootWindow title bar instead of window->RootWindowDockStop. This didn't have any side effect afaik because we wouldn't enter that function anyway as clicking on any tab bar would trigger the move before UpdateMouseMovingWindowEndFrame() does it. However for consistency made the UpdateMouseMovingWindowEndFrame()code more correct.
+ minor renaming
2019-11-27 18:57:01 +01:00
Rokas Kupstys
bf6d1ba3d1 CI: Add 32/64 bit build variations to builds with extra warnings. 2019-11-27 16:20:19 +01:00
Rokas Kupstys
1742ca45c5 CI: Add unity builds test. (#2893) 2019-11-27 16:18:52 +01:00
omar
8d1b82d596 Docking: Internals: Rename StartMouseDragFromTitleBar() -> StartMouseMovingWindowOrNode(), clarify. 2019-11-27 15:51:15 +01:00
omar
a8092085b1 Internal: Added unused parameter named to facilitate cimgui parsing of imgui_internal.h
https://github.com/cimgui/cimgui/issues/108
2019-11-27 14:02:05 +01:00
omar
3096e7a9cd Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.
Amend 606175b9, d8ab2c1a.
However becomes inconsistent with viewport-enabled setup. Should report some of that logic in master, need back-end rework.
2019-11-26 21:02:28 +01:00
omar
1c3a9c8e74 Docking: Remove Size > 0.0f asserts added in 718e15c7 and 7c183dc6. (#2690, #2109, #2906)
In #2906 the zero input came from a minimized viewport, but even without it we cannot prevent DockNode size from eventually reaching zero as padding are taken from the starting size.
In a separate commit we'll however shortcut some of the existing codepath on zero-sized viewport to reduce the likehood of lossy side-effects (just like we don't call ClampWindowRect in Begin)
2019-11-26 20:25:54 +01:00
omar
f60518b430 Update FAQ.md 2019-11-26 16:28:49 +01:00
omar
813e0c18e6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx12.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_metal.h
#	examples/imgui_impl_metal.mm
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	examples/imgui_impl_vulkan.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-11-26 12:23:43 +01:00
omar
bdce833636 Version 1.74 2019-11-25 18:38:53 +01:00
omar
26d177bc03 Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks 2019-11-25 18:29:28 +01:00
Rokas Kupstys
1615e9ea2a CI: Enable extended warnings in example_null builds.
CI: Add MinGW build with extra warnings on windows.

(cherry picked from commit ebc98c273054d0f9b305a1346db98052616a8b21)
2019-11-25 16:38:21 +01:00
omar
bbe0409942 Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. Amend aeb5795.
Internals: Added ImTriangleArea()
2019-11-25 12:01:04 +01:00
Ben Carter
aeb57952d6 Added area calculation for draw lists in metrics
Added ability to hover over a draw list's summary stats and see all the contents in wireframe

(cherry picked from commit fd808347bd68a07ad318af6c151028bc9f7b82e7)
2019-11-25 11:10:00 +01:00
omar
0cb1c633ff Demo: tweaked demo help section, reference to "Examples" and "Tools". Reference to Keyboard navigation. Removed some of the more "obvious/standard" controls. 2019-11-24 23:11:53 +01:00
omar
3a82994429 Docking: Can undock from the small triangle button. (#2109,. #2645) 2019-11-22 23:12:16 +01:00
omar
106184bbea Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node, leading to empty space at the right of tab-bars with those flags. (#2109) 2019-11-22 23:11:21 +01:00
omar
b205ab01f2 Internals: Added IM_ASSERT_PARANOID, IMGUI_DEBUG_PARANOID define. Shuffled a bit of the macros section in imgui_internal.h 2019-11-22 14:45:44 +01:00
omar
51e2e9b239 ImVector: Added shrink() helper. ImFont::RenderText minor optimisation for debug build. Misc: Metrics shows tab names because we now have them. 2019-11-22 14:06:51 +01:00
omar
51a02b319c Added IM_UNICODE_CODEPOINT_MAX. Changed specs of ImFontAtlas::AddCustomRectRegular() (breaking change). 2019-11-21 14:13:17 +01:00
omar
ca63349eb4 Renamed XX-bits -> XX-bit in comments to match what the world appears to be using. 2019-11-20 11:58:25 +01:00
omar
a899c1e570 Internals: Using ImU64 for internal ImFile api so we can later wrap them to fseeko/ftello//_fseeki64/_ftelli64 (#2734) 2019-11-20 10:40:14 +01:00
omar
ecbedc8c26 Tweaks, ammend 93efa54, rename to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS (#1038) 2019-11-19 21:29:12 +01:00
omar
4e90906b04 Added IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS / IMGUI_DISABLE_FILE_FUNCTIONS #2734)
Using in Emscripten example.
2019-11-19 21:14:44 +01:00
omar
93efa5415f Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038)
Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
2019-11-19 20:53:17 +01:00
omar
9efaf2828b Doc comments. Removed .ini parsing code from 1.53 that parsed entries without the [Window] tag (which enabled importing an old .ini file) 2019-11-19 19:39:46 +01:00
omar
3895363432 Merge branch 'master' into docking inc alter GetWindowResizeID
# Conflicts:
#	imgui.cpp
2019-11-18 13:58:50 +01:00
omar
ca30ef4269 Drag and drop: Increase local payload buffer from 8 to 16 bytes. 2019-11-15 18:36:06 +01:00
omar
7e232092a6 Internals: Added GetWindowResizeID(), renamed GetScrollbarID() to GetWindowScrollbarID(). Using integer for resize ID so they matches regardless of the pointer size.
Internals: Renamed IMGUI_USER_ERROR to IM_ASSERT_USER_ERROR().
2019-11-15 16:59:43 +01:00
omar
a1e43c682a Merge branch 'master' into docking (with fixes)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-11-15 15:32:36 +01:00
Tracy Ma
8f40020ca6 Disable Win32 clipboard and IME functions when build target UWP (#2892, #2895) 2019-11-15 12:19:44 +01:00
omar
be05e12e21 Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). 2019-11-14 18:02:18 +01:00
omar
b23dcab6e1 Fix 25eee91 incorrect assert when ending a child-popup (rarely used but used by sub-nenus) 2019-11-14 16:06:39 +01:00
omar
be436e2b0b Fix HelpMarker() symbol collision for unity builds (#2893) 2019-11-13 22:04:16 +01:00
omar
03852470de Internals: Routing recoverable user errors via IMGUI_USER_ERROR() macro. (#1651) 2019-11-13 21:58:18 +01:00
omar
25eee91542 Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
Internals: Moved some error handling code.
2019-11-13 21:51:38 +01:00
omar
b138f8cbcd Internal: Nav rename preparing for nav inputs ownership changes. IsNavInputPressed() -> IsNavInputTest() 2019-11-13 21:02:25 +01:00
omar
7c441e37fa CI: Update jobs to MacOS latest (Catalina)
Metrics: Added description to Item Picker.
2019-11-13 20:34:55 +01:00
omar
c3fd4ae473 Docking: comments 2019-11-12 11:06:02 +01:00
omar
6e8e2c0fa9 Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled.
Demo: Fixed a small bug with scrolling demo.
Metrics: Tweaks.
2019-11-08 19:01:54 +01:00
omar
69b5c2f541 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-11-08 15:45:12 +01:00
omar
57dc34f4e8 TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) 2019-11-08 15:30:15 +01:00
omar
011d475532 TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with multi-select patterns. (#2886, #1896, #1861) 2019-11-08 15:30:15 +01:00
omar
037126ee0e TreeNode: Reworded code for ImGuiTreeNodeFlags_OpenOnArrow (follow up to f79b2d6c) to make it lightweight. Should be a no-op from user's point of view. Will facilitate using the arrow hovering information in the hot path. (#2886) 2019-11-08 15:00:28 +01:00
omar
d003674f2c Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables) 2019-11-07 16:05:03 +01:00
omar
a337e219b6 Internals: ImPool: Renaming. 2019-11-07 16:04:51 +01:00
omar
28f1d60de1 Internals: Renaming + added ImStrSkipBlank() from docking branch.
(cherry picked from commit a573943fa0ce323ffb4080e57f5e8fe1bc777c36)
2019-11-06 23:37:35 +01:00
omar
09b2310237 Internals: Added index of helpers and shuffled a few things. 2019-11-06 20:37:47 +01:00
omar
4c13807b7d Misc: Optimized storage of window settings data (reducing allocation count). 2019-11-05 22:43:53 +01:00
omar
3929255b77 Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] 2019-11-05 12:53:30 +01:00
Konstantin Podsvirov
916487a653 example_emscripten: skip outdated compiler option
For more info see: https://github.com/ocornut/imgui/issues/2877
2019-11-05 12:43:15 +01:00
omar
bff2d5d5e2 Update README.md 2019-11-05 11:41:02 +01:00
omar
a704614b3e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-11-04 16:33:57 +01:00
Rokas Kupstys
c9182424a8 Normalize all the line endings.
(cherry picked from commit f1772d44be09fd78bf5f1ebda44b39b96180d319)
2019-11-04 15:28:31 +01:00
Rokas Kupstys
c9ffa62e1f Add .gitattributes with rules for line endings of files.
(cherry picked from commit f2a2be72b341f55c44a035b1257177d83489ea5c)
2019-11-04 15:28:25 +01:00
Rokas Kupstys
bcd752cfcc CI: Fix emscripten builds after portable SDK archive became unavailable.
(cherry picked from commit 14b18697e653de80f75af18113033b2086846194)
2019-11-04 15:17:06 +01:00
omar
792a8631aa Metrics: Expose basic details of each window key/value state storage. 2019-10-31 14:01:35 +01:00
omar
8fee5a4349 Internals: Renaming for consistency. 2019-10-31 11:15:40 +01:00
Rokas Kupstys
5006639526 CI: Add scheduled builds and limit some examples to build only on schedule in order to decrease time of builds performed on each push.
(cherry picked from commit 6c0e1baca29b853586dadf75eb32ef75e2725f10)
2019-10-30 15:58:03 +01:00
Rokas Kupstys
5ebd4e4c6e CI: Install SDL SDK in windows workers and add SDL examples to the build.
CI: Add Vulkan GLFW and SDL builds to windows build job.
2019-10-30 15:58:03 +01:00
Rokas Kupstys
a4420be1a2 CI: Split builds of examples into separate jobs.
(cherry picked from commit ee73b1b5a47f176ab123239aa3cbcc2cdf284383)
2019-10-30 15:57:16 +01:00
Rokas Kupstys
9f979c33f4 CI: Fix builds failing because of missing v140 toolset and SDK on dx12 sample.
(cherry picked from commit 8d91a77e9b42eac7a6d7d28c8563ccc468842e8b)
2019-10-30 15:57:09 +01:00
omar
d62a413476 Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) 2019-10-29 21:47:43 +01:00
omar
6024051a2f Viewport: Fixed 32380a0 (#2876) 2019-10-29 21:18:01 +01:00
omar
b3e94f5de8 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
2019-10-29 17:21:19 +01:00
stfx
6bf5aed325 Declaration and assignment can be joined, Member function may be 'const'. (#2875) 2019-10-29 17:11:49 +01:00
Rokas Kupstys
c863c1f6a1 Clean up number rounding. Now it is more obvious what code is doing. (#2862)
Add IM_ROUND() macro
Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n)
2019-10-29 17:05:25 +01:00
omar
32380a0112 Viewport: Store current dpi scale in context. 2019-10-29 16:43:11 +01:00
Sam Hocevar
0b2d35f63f Fix snprintf and vsnprintf definition inconsistencies. 2019-10-28 13:58:32 +01:00
omar
4e56de757c Doc: Promote Discord over Discourse. Obsoleting Discourse server. 2019-10-25 15:36:37 +02:00
omar
f002a11898 Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] 2019-10-25 11:56:44 +02:00
dawid
4d0c88e9e6 Backends: GL3: Fix compile for < 3.2 bindings where glDrawElementsBaseVertex is not available. (#2866, #2852) 2019-10-25 11:42:55 +02:00
omar
664fb38e39 Docking: child windows don't use style.ChildRounding. 2019-10-25 11:13:51 +02:00
omar
9b323a7ebf SplitterBehavior: not using FrameRounding in render (was in first commit of the function, not sure why). (#319) 2019-10-25 11:05:14 +02:00
omar
0cbb96895a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
2019-10-24 15:11:37 +02:00
omar
3c238ecae3 Move issue_template and pull_request_template to .github folder. 2019-10-24 11:26:45 +02:00
Rokas Kupstys
d5b5a81946 GitHub Actions CI script for Windows/Linux/MacOS/iOS/Emscripten builds. 2019-10-24 11:24:54 +02:00
Rokas Kupstys
24e9a6e92c Remove .travis.yml due to switching to github actions. 2019-10-24 11:24:54 +02:00
omar
ec0e953cca Fixed a couple of subtle bounding box vertical positioning issues relating to text baseline alignment.
The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. (#2833)
Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly,but it wouldn't push the contents area boundary low enough.
Note: previously the second parameter to ItemSize() was 0.0f was default, now -1.0f to signify "no text baseline offset request". If you have code using ItemSize() with an hardcoded zero you may need to change it. (+1 squashed commits)
2019-10-23 18:05:44 +02:00
Funto
75d540d336 Example: Emscripten: Fix for compilation (filesystem module is required) (#2734) 2019-10-23 16:55:26 +02:00
Alexey
be9f1e8f00 ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] 2019-10-23 00:43:40 +02:00
omar
23c1ff4907 Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017).
- Begin() [old 5 args version]     -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- IsRootWindowOrAnyChildHovered()  -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
- AlignFirstTextHeightToWidgets()  -> use AlignTextToFramePadding();
- SetNextWindowPosCenter()         -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
- ImFont::Glyph                    -> use ImFontGlyph
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features, or see how they were implemented until 1.73.
2019-10-22 14:45:11 +02:00
omar
048b73dfaa Various comments + Doc: Examples readme. Moved main menu bar code below menu bar code. 2019-10-21 20:57:07 +02:00
omar
7b77cb3bb8 Backend: DX12: Fixed incorrect assert (#2851) 2019-10-21 13:38:33 +02:00
omar
7dbae8a198 Doc: Simplified Readme, removed FAQ index 2019-10-21 13:26:47 +02:00
omar
6ffee0e75e Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport features (docking branch). (#2851)
+ Using SafeRelease() in master.
2019-10-18 18:32:48 +02:00
omar
6faad0c34f Backend: DX12: Amend 899e485. Fix memory leaks. Remove unused variable. (#2851)
(cherry picked from commit 39e2db6d94c295e7468c6a5fb39d247c641fb123)
2019-10-18 18:21:44 +02:00
Ilya.Sevrikov
05c1f2795a Add multi-viewports for DX12. (#2851)
(cherry picked from commit 899e48565d1ecefde06063f99c75e702adcef175)
2019-10-18 18:21:35 +02:00
omar
eedc8f993f Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. 2019-10-18 18:20:53 +02:00
omar
7feccf9ab2 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	imgui.cpp
2019-10-18 16:50:30 +02:00
malte-v
4de32cc87e Backends: GLFW: Restore previously installed user callbacks in ImplGlfw when ImGui shuts down (#2836) 2019-10-18 16:27:40 +02:00
Rokas Kupstys
714fe29d1a Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC.

(cherry picked from commit bc165df6fd)
2019-10-18 16:18:38 +02:00
omar
53278be61f FAQ, Readme. Use = {} instead of = { 0 }, wasn't problematic because they were all static variables or one stack array not read. But hey. 2019-10-18 16:18:05 +02:00
omar
9994f5bcbe Fixed more FAQ links, oops.. (#2848) 2019-10-16 11:28:45 +02:00
omar
3bbc27ebd9 Fixed more FAQ links. (#2848) 2019-10-16 11:23:15 +02:00
omar
5fc427a49e Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. (#2848) 2019-10-16 11:04:00 +02:00
Rokas Kupstys
9d6b2b096b Ignore directories created by JetBrains IDEs.
(cherry picked from commit c470de572c2f63e7ba5eeb7d97bc1f4bc114b375)
2019-10-15 17:15:45 +02:00
Rokas Kupstys
6892b81578 Remove trailing spaces from bunch of files.
(cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779)
2019-10-15 16:04:02 +02:00
omar
c21fdabb43 Doc: Readme: moving contents to FAQ. 2019-10-15 14:21:44 +02:00
omar
a41f0b2df4 Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
IMPORTANT: Renamed internal CalcTypematicPressedRepeatAmount to CalcTypematicRepeatAmount and reordered the t1, t0 arguments to t0, t1 !!
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.  The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
2019-10-14 23:07:06 +02:00
omar
c7bdec7e18 InputText, Nav: Fixed Left!Right keys broken when activating Keyboard Navigation. (#787) Amend 892dfb1 2019-10-14 22:43:04 +02:00
omar
67e4cd5cc6 Comments, some logging for NavInitRequest debugging Moved OpenPopupOnItemClick() next to BeginPopupContextItem() 2019-10-14 15:54:11 +02:00
omar
8c4dcbfa45 Diligent Engine 2019-10-12 17:56:32 +02:00
omar
23eabd5991 Emscripten 2019-10-12 17:41:56 +02:00
omar
58411033e2 Bindings 2019-10-12 17:21:11 +02:00
omar
1c73a0c17e Bindings 2019-10-12 17:18:44 +02:00
omar
cba84df7b5 Update README.md 2019-10-12 17:05:08 +02:00
omar
aeb6481499 InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) 2019-10-12 14:27:37 +02:00
omar
fc10ba8d24 Amend f0238ece9c (#2817, #2818) 2019-10-11 14:20:04 +02:00
Egor Yusov
378035c6ff Fixed backspace handling on MacOS (fixed https://github.com/ocornut/imgui/issues/2817).
Allow null view passing as parameter to ImGui_ImplOSX_NewFrame
2019-10-11 14:17:07 +02:00
omar
bf746c4215 DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the datato clarify how they are used, and more comments redirecting to the demo code. (#2844) 2019-10-11 12:04:28 +02:00
omar
bf4880f6a2 Merge branch 'master' into docking 2019-10-07 19:14:37 +02:00
omar
927472f5ff Combo: Added _NoMove flag to prevent window from docking, which has an effect in Docking branch (in Master was not noticeable as the Combo code kept repositioning the window). (#2835) 2019-10-07 19:14:08 +02:00
omar
3b271b1847 Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] 2019-10-07 17:52:31 +02:00
omar
8aad3482a4 ImVector: Fixed index_from_ptr() not asserting when passed end() element. 2019-10-07 17:22:55 +02:00
Harris Brakmic
323412dd23 Examples: Allegro5: updated build instructions for macOS 2019-10-07 15:52:09 +02:00
omar
73fa6509a5 Internal: InputTextEx: tweaked a bit of code (should be a no-op) 2019-10-05 16:57:12 +02:00
omar
f1f321d3f6 Update README.md 2019-10-05 16:07:00 +02:00
omar
e0c0e53edf Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-10-04 19:22:42 +02:00
omar
ee3373d067 TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) 2019-10-04 19:21:29 +02:00
domgho
ccb2a947a2 Internal: SliderBehaviorT: Condition '!is_decimal' is always true (#2828) 2019-10-04 11:57:20 +02:00
omar
1425bec7a4 Demo: Text baseline demo tweaks. 2019-10-03 18:30:42 +02:00
omar
a6c3be4bda Internals: Tweaks to ItemSize() should be harmless. Added DebugDrawItemRect() helper. 2019-10-03 18:30:41 +02:00
omar
892dfb1dea InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637)
2019-10-02 15:57:36 +02:00
omar
a2f3dcfc97 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 2019-10-02 11:40:03 +02:00
Denys Nahurnyi
893056a209 Fix syntax typos in README (#2819) 2019-10-01 21:49:44 +02:00
omar
eb5223276c Update README.md 2019-09-30 20:54:37 +02:00
omar
0dad3f436b Fix harmless float calculation overflow. (#2813) 2019-09-30 15:16:30 +02:00
omar
c262276988 Version 1.74 WIP 2019-09-30 14:27:56 +02:00
Konstantin Podsvirov
f0f5301612 Backends: OpenGL3: Commented out extra tokens at end of #else directive (#2804) 2019-09-25 00:06:14 +02:00
omar
6994bf10bc Merge branch 'master' into docking + fix for RenderMouseCursor()
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2019-09-24 17:14:51 +02:00
omar
3233d85d2f Merge branch 'master' into docking 2019-09-22 22:16:11 +02:00
omar
13f00331da Docking: Added ImGuiDockNodeFlags_NoDocking flag. (#2109) 2019-09-21 14:50:02 +02:00
omar
af93c21cf9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-09-18 17:27:14 +02:00
omar
cf98290873 Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560) 2019-09-17 18:32:26 +02:00
omar
1ca6ff974c Viewport: fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769) 2019-09-17 18:02:58 +02:00
omar
575df6f192 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2019-09-17 16:35:50 +02:00
omar
0bdc145343 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-08-31 19:19:00 +02:00
omar
d049a7988c Docking: comments for DockBuilder API. 2019-08-31 16:51:12 +02:00
omar
a4af3cc814 Viewport, GLFW: Fix for #2756 under Windows. 2019-08-29 15:53:33 +02:00
Rokas Kupstys
a89a3cd2f1 Viewports, GLFW: Fix window having incorrect size after uncollapse. Issue manifests on Linux when window is in it's own viewport. (#2756, #2117) 2019-08-29 15:49:52 +02:00
Rokas Kupstys
09780b8b3d Viewport: Fix setting window size on macos (glfw). (#2767, #2117)
MacOS positions windows by their bottom-left corner why the rest of the world (including imgui) position windows by the top-left corner. This created an issue where collapsing imgui window would cause window header to remain at the bottom the full window rect. Likewise resizing window by using sizing handle caused window to grow upwards when we tried to expand window downwards.

This workaround moves window to the opposite direction by the delta of size change creating an illusion that windows are positioned by their top-left corner.
2019-08-29 13:02:42 +02:00
omar
9e294be5c5 Docking: Fix for node created at the same time as windows that are still resizing (typically with io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109)
The fix delay their visibility by one frame, which is not ideal but not very problematic as the .ini data gets populated after that
2019-08-29 10:45:33 +02:00
omar
a01d149369 Fixed context popup windows from not having the NoDocking flag. (#2763) 2019-08-28 10:52:17 +02:00
omar
483534b525 Internals: Using simpler ImVec2ih construct + fixed misnamed member. 2019-08-23 12:31:14 +02:00
omar
e1fca8d982 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-08-23 12:21:49 +02:00
omar
10a202422a Docking: Extracted some of BeginDocked() into a DockContextBindNodeToWindow() function.
Moved one of the undocking blurb to favor fast path.
(Commit intended to have no functional side effects)
2019-08-22 13:51:17 +02:00
omar
27431dcc6b Docking: fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node..(#2109)
Amend 515ecbddc2, not sure at this point if the (auto_dock_node) flag was needed at all.
Comments. Exposed DockContextGenNodeID() in imgui_internal.h
2019-08-22 13:51:16 +02:00
omar
d8f9f6ba2a Viewport: Fixed issue where resize grip would display hovered (before of extruded hit rectangle) while mouse is still off the OS bounds so click would miss it and focus the OS window behind expected one. (#1542) 2019-08-22 13:51:16 +02:00
omar
72090b646f Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created in NewFrame() as such, messing with popup viewport inheritance. 2019-08-22 11:35:17 +02:00
omar
aedcd2fb1a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx11.cpp
#	imgui.cpp
2019-08-19 21:49:53 +02:00
omar
76ccbb899d Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing it back. (#1542)
Viewport: Fix modal reference viewport when opened outside of another window.
+ Comments
2019-08-19 11:58:30 +02:00
omar
5d87ee8d82 Internals: Added function index for Viewport and Docking. Renamed a few functions. 2019-08-16 15:29:58 +02:00
omar
451c756b01 Docking: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick. This also mitigate the common described by #2445, which becomes particularly bad with unfocused modal. (#1542) 2019-08-01 16:23:54 -07:00
omar
3aa9aae0be Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node) 2019-08-01 15:50:05 -07:00
omar
967073ba3d Viewport: Handle case where host window gets moved and resized simultaneous (toggling maximized state). There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542) 2019-07-31 20:08:06 -07:00
omar
b8d8355f10 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-07-31 14:34:58 -07:00
omar
07c52a25ff Docking: Recording dockspace parent window so pruning doesn't zealously lose the location of nodes. (#2109) 2019-07-29 15:56:59 -07:00
omar
cb2de62bb1 Docking: Renaming, comments. 2019-07-29 15:56:59 -07:00
Chris Savoie
949a9fa2cb Vulkan: Fix crash when viewports are disabled and memory leak on shutdown. (#2698) 2019-07-29 15:52:30 -07:00
omar
a1164399b0 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-07-27 18:21:41 -07:00
omar
e5b905481d Viewport: Refactored ViewportFlagsOverrideMask+ViewportFlagsOverrideValue into ViewportFlagsOverrideSet+ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
(cherry picked from commit 9437630872e7ca19065bee78fcafaab54a0d5bf2)
2019-07-24 13:45:18 -07:00
omar
7c183dc6a1 Docking: Explicitly inhibit constraint when docked for now (#2690, #2109)
Added asserts to catch issues.
2019-07-24 11:18:13 -07:00
omar
7fbd72b735 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-07-23 21:40:57 -07:00
omar
969278fc0b Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
Internals: Added IMGUI_DEBUG_LOG_DOCKING, IMGUI_DEBUG_LOG_VIEWPORT macros to easily enable/disable a bunch of logging code.
2019-07-23 21:29:43 -07:00
omar
efc4c0fe9d Internals: Made IMGUI_DEBUG_LOG redefinable in imconfig.h. Comments. Fix to allow Metrics's NodeWindow() being called with a NULL window. 2019-07-23 21:26:15 -07:00
omar
81b24bd728 Docking: Moving types in imgui.h 2019-07-23 13:37:52 -07:00
omar
db2581bee9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-07-23 13:35:01 -07:00
omar
75136d3bea Internals: Removed ShowDockingDemo(), moved into Metrics. Metrics: Added more links to browse window->node, node->window, node->node etc. 2019-07-22 11:51:04 -07:00
omar
0e6a096afd Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar. (#2109)
Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
2019-07-22 11:29:22 -07:00
omar
6f8d34768d Docking: Removed seemingly unnecessary test in TabItemEx() for undocking tab leading to window move. Added ImGuiDockNode::IsFloatingNode() helper to clarify code intent in various places. 2019-07-22 11:02:44 -07:00
omar
9cda3035fd Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2019-07-22 10:29:14 -07:00
omar
47f5ad32b7 Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. (#2109) 2019-07-21 12:05:04 -07:00
omar
9f35ba8546 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-07-19 15:19:10 -07:00
omar
7fd34d4f30 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-07-17 18:48:16 -07:00
omar
bb2aa5e770 Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645, #2109) 2019-07-17 13:55:00 -07:00
omar
56e10f1c35 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-07-16 18:29:31 -07:00
omar
718e15c7de Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame (because dock node ->Size was 0.0 unlike ->SizeRef) (#2109)
Docking: Added ImGuiDockNode to .natvis file.
2019-07-16 11:45:52 -07:00
omar
8bc6d976cb Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with ConfigDockingTabBarOnSingleWindows. (#2109) 2019-07-15 14:17:01 -07:00
omar
dd80db87a6 Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis via the ImGuiWindowClass override mechanism. (#1542) 2019-07-15 13:35:21 -07:00
omar
1f54c16f52 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-07-02 18:47:10 +02:00
omar
50d421fa19 Docking: Fixed GetBackgroundDrawList(), GetForegroundDrawList() overwriting ImDrawList flags after clear, leading to the AllowVtxOffset flag not being cleared. (#2638) 2019-06-26 09:52:25 +02:00
omar
adbbd17cb6 Addendum to #2635. Add support for multi-viewports in SDL+DX!! example. making all Win32-centric back-ends handle PlatformHandleRaw. Using the field to use/store the HWND for internal purpose in SDL/GLFW back-ends. (#1542) 2019-06-18 23:37:57 +02:00
Vincent Hamm
3e8eebfbec Viewport: Added PlatformHandleRaw. Update SDL+DX11 example. (#1542, #2635) 2019-06-18 23:16:52 +02:00
omar
2cbc0f1287 Restore SLN which in Docking branch includes more projects. 2019-06-18 23:13:12 +02:00
omar
e2c1f0a7cd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-06-18 23:12:50 +02:00
omar
ca43436cd3 Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676) + Tweaks, short path in FindPlatformMonitorForRect(). 2019-06-17 11:19:34 +02:00
omar
b27fd87177 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2019-06-17 11:10:14 +02:00
omar
07d3083279 Docking: Fixed rendering of outer decoration happening on non-visible docked window (#2623, #2109). Revealed by 0770449. We are actually better than before now, as previously those would get unnecessarily get rendered into a hidden draw list. 2019-06-13 10:19:14 +02:00
omar
d3d998a885 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/README.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2019-06-12 18:40:50 +02:00
omar
5f409c6fcc Merge branch 'master' into docking
# Conflicts:
#	examples/example_apple_opengl2/main.mm
#	examples/example_emscripten/main.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2019-06-06 16:20:12 +02:00
omar
63310acd58 Synced/merged minor cruft from master branch to minimize drift. Only meaningful change AFAIK is removing ImGuiComboFlags_PopupAlignLeft flag from the tab list combo emitted by TabBar. 2019-06-06 16:16:18 +02:00
omar
e6850891cc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-06-05 16:09:06 +02:00
omar
440ad0b440 Merge branch 'master' into docking 2019-06-05 00:37:20 +02:00
omar
5cdd788f30 Comments (#2599). Moved branch Changelog above 1.71 wip one. Added some missing changelog bits. 2019-06-05 00:37:14 +02:00
omar
596d81a973 Merge branch 'master' into docking 2019-05-31 12:09:40 +02:00
omar
84f3ecc231 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-05-30 18:52:24 +02:00
omar
cc48f1e5dd Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_metal.h
#	examples/imgui_impl_metal.mm
2019-05-30 16:47:11 +02:00
omar
8dc04a4c9f Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
#	imgui_demo.cpp
2019-05-29 16:32:27 +02:00
omar
c72040a715 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	examples/imgui_impl_osx.h
#	examples/imgui_impl_osx.mm
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2019-05-29 16:20:26 +02:00
omar
c7c1bf177b Docking: Fixed DockBuilderRemoveNode() from overwriting other parent node flags when trying to move the CentralNode flag. 2019-05-28 00:06:21 +02:00
omar
5b0e59d9d5 Docking: Saving local _NoResize flag. (#2583) 2019-05-27 22:11:21 +02:00
omar
7c06d9f043 Docking: Saving the NoTabBar, NoWindowMenuButton, NoCloseButton fields of dock node into the .ini file. Added them to the Metrics window. (#2583, #2423, #2109). 2019-05-27 17:06:17 +02:00
omar
511e32e8ca Docking: Clarified terminology of docking/tablist/collapse button into Window Menu button matching master. Added private ImGuiDockNodeFlags_NoWindowMenuButton, ImGuiDockNodeFlags_NoCloseButton flags. (#2583, #2109) 2019-05-27 12:35:20 +02:00
omar
e5dfa0855f Docking: Honor style.WindowMenuButtonPosition setting in docking node. 2019-05-24 21:59:44 +02:00
omar
afad952450 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-05-24 21:58:17 +02:00
omar
fda1365c15 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-05-23 00:04:25 +02:00
omar
04022114d9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-05-21 14:47:29 +02:00
omar
1575a3fbcd Docking: Fixed temporarily losing Dockspace flag when merging remaining sibling back into a parent node. (#2563, #2109)
Would trigger an assert in the Passthru hole path. Broken by fd5859ed.
2019-05-19 17:00:17 +02:00
omar
7e772f6a51 Docking: Fixed undocking whole node (from collapse/docking menu button) from losing its size/pos. Made collapose/docking menu id easier to compute for testing. 2019-05-18 18:42:59 +02:00
omar
2e5860b5a0 Docking: Fixed incomplete merge of 36e714a leading to undocking. #2109 2019-05-18 13:00:00 +02:00
omar
4158cba1ff Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2019-05-13 19:23:18 +02:00
Chris Savoie
b955e485f1 Fixed unused variables warnings when asserts are compiled out. (#2551) 2019-05-12 17:53:08 +02:00
Alzathar
02d6d2d487 Platform Binding for GLFW updated with the release of GLFW 3.3 (#2547)
* With the release of GLFW 3.3, it is now possible to detect correctly monitors working area (see GLFW_HAS_MONITOR_WORK_AREA). GLFW 3.3 also introduced the window hint GLFW_FOCUS_ON_SHOW. This fixed the case where a new created window (viewport) takes the focus even if not visible.

* Disable a GLFW 3.2 windows hack when GLFW 3.3 is detected (related to window focused when shown).
2019-05-11 10:54:56 +02:00
omar
b668726a38 Fixed a PVS Studio static analyzer warning. 2019-05-10 22:58:24 +02:00
omar
835a8b2c9b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-05-10 22:56:43 +02:00
omar
239c8732d7 Viewports: Minor tweaks. (#2471) 2019-05-08 18:33:08 +02:00
omar
9bf3f910c8 Viewports: Fix to avoid SetNextWindowViewport being overrided by creation of a standalone viewport. (#2544, #1542) 2019-05-08 18:20:13 +02:00
omar
e6c982509d Examples: DirectX9: Fixes for multi-viewports. Avoid using a depth/stencil target for secondary viewport. (#2520, #2502) 2019-05-06 12:12:32 +02:00
omar
9ddb8493d5 Examples: DirectX9: Fixes for multi-viewports, destroying all swap chains. (#2520, #2502) 2019-05-06 12:07:29 +02:00
omar
76e61958fd Merge branch 'master' into docking
# Conflicts:
#	examples/README.txt
#	examples/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2019-05-06 10:16:43 +02:00
ibachar
4f22a45cb5 Removed git merge leftovers 2019-05-04 15:02:28 +02:00
omar
825b61e4ba Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_vulkan.cpp
#	imgui.cpp
2019-05-02 14:56:47 +02:00
omar
7e67aba286 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-04-29 13:06:55 +02:00
omar
a649d904d7 Examples: Emscripten: Fixed not enabling Docking and Nav by default. (#2494) 2019-04-26 00:28:28 +02:00
omar
dfb82d5c22 Merge branch 'master' into docking
# Conflicts:
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	imgui.cpp
2019-04-25 17:53:11 +02:00
omar
d0fb547dc1 Viewports: Avoid rendering/swapping secondary viewports that are minimized. (#1542, #2496) 2019-04-22 11:46:04 +02:00
omar
20f0cb0281 Docking: Fixed an issue where DockBuilderSplitNode() wouldn't update the CentralNode shortcut immediately, which was problematic for immediately following DockBuilderDockWindow(). (#2109) 2019-04-19 20:28:43 +02:00
omar
03b64defa5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-04-19 19:52:45 +02:00
omar
655ebe4eaf Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2019-04-16 13:14:10 +02:00
omar
b89202824e Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2019-04-15 16:03:17 +02:00
omar
f70eacee8e Docking: Internal: Added helper for automation to process docking at the mouse level. 2019-04-13 19:50:30 +02:00
omar
433a7556c7 Docking: Fixed another issue where the resulting node of a split would sometimes recall the pos/size of previous host window. Spent a whole day adding framework for testing more of docking so hopefully we'll heading toward the magical world of less regressions. (#2109) 2019-04-13 19:19:56 +02:00
omar
712203dbcb Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-04-13 18:53:00 +02:00
omar
800fb26606 Docking: Renamed target_node > node in some functions to facilitate debugger watch use across functions. 2019-04-13 00:36:24 +02:00
omar
224f087a5f Docking: Rename typo Autority -> Authority + Rename DockContextNewFrameUpdateDocking -> DockContextUpdateDocking. 2019-04-13 00:36:24 +02:00
omar
092426bed2 Docking: Hold Shift to force disable docking. (#2109) 2019-04-13 00:27:44 +02:00
omar
c6f1b7b92a Tests: Added hook/tweaks for imgui-test engine. + Fixed warnings. 2019-04-13 00:27:44 +02:00
omar
328e4fa7e7 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2019-04-11 15:53:38 +02:00
omar
f3110a57cd Docking: Fixed an issue where newly created dock node override hosted window pos/size (#2109, #2386) 2019-04-11 14:51:01 +02:00
omar
cf029b3e1c Merge branch 'master' into docking 2019-04-08 18:05:52 +02:00
omar
7056032483 Merge branch 'vulkan_fix_docking' into docking 2019-04-07 16:23:34 +02:00
omar
50ceb25003 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
2019-04-07 16:23:31 +02:00
omar
9c364b16ff Merge branch 'vulkan_fix_master' into vulkan_fix_docking 2019-04-05 20:30:42 +02:00
omar
d61caf5714 Vulkan, Viewports: ImGui_ImplVulkan_RenderDrawData and renderer back-end automatically manage ImGui_ImplVulkanH_WindowRenderBuffers for each viewports so user doesn't have to do it. (#2461, #2348, #2378, #2097) 2019-04-05 18:52:45 +02:00
omar
e70f866ed2 Merge branch 'vulkan_fix_master' into vulkan_fix_docking (WARNING: as is the validation layer will error on same vertex/index buffer being used for all frames)
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_vulkan.h
2019-04-05 18:27:15 +02:00
MindSpunk
9acb158990 Vulkan, Viewports: Fix for resizing viewport windows crashing. (#2472) 2019-04-05 16:51:35 +02:00
omar
1ba79baab5 Vulkan, Viewports: Fixed ImGui_ImplVulkan_SetWindowSize() not recreating command-buffers, fence etc. (#2472, #2461, #2071) 2019-04-05 16:33:41 +02:00
omar
01de69de36 Vulkan: Note for unsupported feature with multi-viewports. (#2071) 2019-04-05 00:25:42 +02:00
omar
8ec24036d7 Vulkan: Viewports: Removed redundant field. 2019-04-05 00:01:25 +02:00
omar
29269d2aa8 Merge branch 'vulkan_fix_master' into vulkan_fix_docking
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
2019-04-04 23:55:33 +02:00
omar
43a85dd02e Merge branch 'master' into docking 2019-04-04 22:10:18 +02:00
omar
9ba64f9fe3 Viewport: Fixed PushClipRectFullScreen() missing out on negative coordinates. Among other things, the outer highlight during CTRL+Tab wouldn't appear in negative coordinates monitors. (~#2176, #1542) 2019-04-04 22:02:36 +02:00
omar
49fb8e6c45 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl3.cpp
2019-04-03 11:17:26 +02:00
omar
9bf6509c6e Docking: Fixed focus restore lagging by a frame when a tab stops being submitted. (#2109) Building on a little build of technical debt there, should transition toward a more general docking-agnostic system (#2304) 2019-03-28 18:43:27 +01:00
omar
5af385ea78 Viewport: Renamed member + added note about a Docking issue with restoring focus. 2019-03-28 18:02:03 +01:00
omar
47219dd5c6 Docking: Remove code in BeginDocked() to set HiddenFramesCannotSkipItems based on upcoming tab bar selection, solely based on focus (might break something subtle?). Follow-up to c355ed1267. (#2453, #2109) 2019-03-28 16:13:06 +01:00
omar
b6ae8a0dca Docking: Disable SkipItems when directly/programmatically focused (possible generalization of code currently in BeginDocked which relies on tab bar interaction, will remove that code in next commit). (#2453, #2109) 2019-03-28 16:11:50 +01:00
omar
a33d45d7cd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-03-28 15:48:25 +01:00
omar
5a665e423c Docking: Added ImGuiDockNodeFlags_NoTabBar (not exposed publicly). (#2423, #2109) 2019-03-27 20:44:49 +01:00
omar
fc95da8aa3 Docking: Internals: Moved CentralNode and HiddenTabBar state into LocalFlags for consistency. (#2423, #2109) 2019-03-27 20:32:44 +01:00
omar
fd5859ed04 Docking: Separating SharedFlags vs LocalFlags in dock node so settings can be applied to individual nodes. Made _NoResize logic on single node applies as expected. (#2423, #2109) 2019-03-27 19:00:36 +01:00
omar
75e3793f4d Docking: Fix DockBuilderAddNode() not storing flags when creating floating node. 2019-03-27 17:36:52 +01:00
omar
8d4b5fef1d Renamed ImGuiDockNodeFlags_Dockspace to ImGuiDockNodeFlags_DockSpace for consistency. DockBuilderCopyDockspace() to DockBuilderCopyDockSpace(). Made casing consistent elsewhere. (#2109) 2019-03-27 17:36:52 +01:00
omar
04a9ce3a18 Docking: Renamed ImGuiDockNodeFlags_PassthruDockspace to ImGuiDockNodeFlags_PassthruCentralNode. + Comments, shallow tweaks. (#2109) 2019-03-27 16:16:31 +01:00
omar
87883abd86 Docking: Tweak and silencing PVS studio static analyzer (back to zero warnings among our selected ones). 2019-03-26 14:15:56 +01:00
Tom Watson
f20725eada Docking: Fixed an issue where windows docked into a node that's part of their dockspace wouldn't recover their order correctly after init. (#2109)
(It only worked on floating dock node for the accidental reason that BeginDocked would generally early out on the first frame)
2019-03-26 13:58:03 +01:00
omar
26646f2450 Docking: Wrapping tab bar creation/destroy to make it easier to debug them. 2019-03-26 12:41:50 +01:00
omar
f208fd7ebb Docking: Fixed crash with ImGuiDockNodeFlags_AutoHideTabBar flag. (#2423, #2109) 2019-03-26 12:33:58 +01:00
omar
9350158d61 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2019-03-25 16:08:09 +01:00
omar
7a5196601e Docking: BeginDocked() doesn't need to rely on tab bar data (will allow removing tab bar). 2019-03-18 09:48:06 -07:00
omar
c7619d4a6a Docking: Preserve existing docked nodes when setting the ImGuiDockNodeFlags_NoDockingInCentralNode flag. (#2423, #2109) 2019-03-18 09:48:00 -07:00
omar
7ba774a440 Viewports: Fixed being unable to refocus windows when ConfigViewportsNoTaskBarIcon + ConfigViewportsNoDecoration are enabled. (#2420, #1542) [@PathogenDavid] + comments. 2019-03-15 15:35:46 +01:00
omar
b1af4d36ce Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2019-03-13 15:30:35 +01:00
omar
c3f20f6b81 Viewport: DestroyPlatformWindow() skips calling user function if PlatformWindowCreated is set. + Clarified comment about implicit Debug viewport which may be hogging a viewport. 2019-03-13 11:27:30 +01:00
David Maas
e7dca4fec2 Fixed main viewport not being marked as created, which broke updating the IME input position for the main viewport.
This change also removes the logic scattered about that compensated for PlatformWindowCreated being wrong for the main viewport.
2019-03-13 10:59:32 +01:00
omar
9afb849e16 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
2019-03-12 18:28:47 +01:00
omar
e1acb0b1fa Docking: Fixed node merging altering window position incorrectly in a way that would make SizeContents incorrect for the next frame (making scrollbar flicker). (#2414, #2109) 2019-03-11 19:46:37 +01:00
omar
3ead9820f7 Viewport: Popups and Tooltips viewports are correctly parented to the parent window's viewport. (#2409, #1542) 2019-03-11 16:51:46 +01:00
omar
f7db4fad31 Merge branch 'master' into docking
# Conflicts:
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
2019-03-11 16:08:16 +01:00
omar
cf4fcc4735 Viewports: Fixed delayed window pos->viewport pos sync leading to monitor not being updated at the time of clamping window position in Begin. (#2415, #1542) 2019-03-11 13:15:00 +01:00
omar
3eedb542a6 Viewports: Renamed ConfigViewportsNoParent to ConfigViewportsNoDefaultParent. Fix outdated comments in examples. 2019-03-11 11:07:23 +01:00
omar
ecf7666624 Docking: Fixed an issue where removing the last window from a dockspace node that is not a central node without remove the node. (#2414, #2109) 2019-03-10 22:19:18 +01:00
omar
d77d3416d3 Merge branch 'master' into docking 2019-03-07 18:40:55 +01:00
omar
5ce93bc0cc Refactor: Move viewport code under other subsystem to simplify merging (4) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:39:31 +01:00
omar
54a129a2e2 Refactor: Move viewport code under other subsystem to simplify merging (3) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:38:40 +01:00
omar
bdf60dac6a Refactor: Move viewport code under other subsystem to simplify merging (2) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:37:17 +01:00
omar
bbb543fc16 Refactor: Move viewport code under other subsystem to simplify merging (1) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:36:11 +01:00
omar
28d8eb220b Fix for Android char being unsigned by default (#2408) 2019-03-07 16:07:16 +01:00
Gilad Reich
0a6c5bc234 Examples: DirectX9: Added support for multi-viewport (#2394) 2019-03-06 21:36:42 +01:00
omar
e91d275b10 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2019-03-06 21:18:46 +01:00
David Maas
8b8ab1db5b Removed redundant declaration of SetNextWindowClass. (#2402) 2019-03-06 09:39:16 +01:00
omar
e02d6014bf Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-03-05 22:13:38 +01:00
omar
8414c0bb09 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-03-04 18:08:19 +01:00
omar
49eb5f0280 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
2019-03-03 23:34:56 +01:00
Richard Mitton
7a536f1bd2 Examples + Viewport: GLFW: context wasn't set when using multiple windows. (#2392) 2019-03-03 23:01:43 +01:00
omar
ff0c6c2bde Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-02-27 19:00:09 +01:00
omar
4eecf80a4b Moved Settings section above Docking to facilitate master<>docking merges. 2019-02-26 15:34:47 +01:00
omar
104294c7e4 Moved Logging/Capturing section above Docking to facilitate master<>docking merges. 2019-02-26 15:33:50 +01:00
omar
6b43a314bf Merge branch 'master' into docking 2019-02-26 12:53:38 +01:00
omar
8915f7933a Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-02-24 23:24:07 +01:00
omar
87ded34f9f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
2019-02-22 12:29:18 +01:00
omar
ff0f9aa856 Comments for Linux/Mac (#2117) 2019-02-19 16:36:06 +01:00
omar
9dc02464a4 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-02-19 13:04:35 +01:00
omar
7573d10a4a Docking: Fixed bad ever-growing/ leak (accumulating text into TabsNames forever, fix d38f4dc14 from February 5th, affected docking branch only). (#2109) 2019-02-18 16:50:39 +01:00
omar
5412cdf2c8 Docking: Made DockBuilderSplitNode/DockNodeTreeSplit work even if the node doesn't have a size yet. (#2357, #2109)
Followup to fa0ce4b7d, at that time I came to the conclusion that programmatic split couldn't work without knowing the size ahead of it. I forgot the reason for that.  May bite us back!
2019-02-18 16:23:54 +01:00
omar
3de440fda2 Docking: Fixed assert in DockContextProcessDock() preventing some uses of DockNodeBuilder api. (#2357, #2109) 2019-02-18 16:13:17 +01:00
omar
5bf9029bf9 Merge branch 'master' into docking 2019-02-18 12:16:13 +01:00
omar
09c9bf2edb Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-02-14 20:35:11 +01:00
omar
b46076458c Examples: Win32: Removed unused code left-over from merge e9c625a1dc 2019-02-13 18:29:49 +01:00
omar
8691b56136 Merge branch 'master' into docking 2019-02-12 10:30:48 +01:00
omar
7f6a025c93 Viewport: SDL: Inherit SDL_WINDOW_ALLOW_HIGHDPI flag from main viewport. (#2306) 2019-02-11 19:00:33 +01:00
omar
2cada3c143 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2019-02-11 18:59:49 +01:00
omar
4a3a895be9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2019-02-06 14:47:53 +01:00
omar
f6fbb99a9c Examples: SDL: Fix for Emscripten/Android/iOS on Docking branch. 2019-02-05 15:45:26 +01:00
omar
be107ba8f8 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
#	imgui_widgets.cpp
2019-02-05 13:52:32 +01:00
omar
f902435a53 Docking: Fixed less of node size/pos caused by 1f2bdd37 (#2109) 2019-02-03 18:58:07 +01:00
omar
80d51c692a Docking: Fixed dragging docked window with _NoMove flag (#2325) 2019-02-03 18:44:30 +01:00
omar
7227454dca Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
2019-02-03 17:31:16 +01:00
omar
f087359621 Revert part of change from 5536eded. Fixed drag and drop in docking branch. (#2331, reopening #2325) 2019-02-03 13:54:04 +01:00
omar
e215809c4d Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 2019-02-01 17:06:40 +01:00
omar
03b0266b59 Examples: Made imgui_impl_win32 drag gdi32.lib for GetDeviceCaps(). (#2327) 2019-02-01 15:23:25 +01:00
omar
d1c45c0d76 Merge branch 'master' into docking (enable range_select merge)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-02-01 12:25:49 +01:00
omar
e30babef09 Fixed Clang/Win32 warning. 2019-02-01 11:22:53 +01:00
omar
a608156da3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-02-01 11:19:26 +01:00
omar
65a2350a5f Docking: Extracted code into a DocknodeUpdateTabListMenu() functions + minor other changes. 2019-02-01 11:12:37 +01:00
omar
cbf24a9151 Comments. Fix duplicate entries in About box. Synchronize a few small changes from Master branch. 2019-02-01 11:04:04 +01:00
omar
f906d53f7d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-01-31 19:19:35 +01:00
omar
1f2bdd37b3 Docking: Builder: Added DockBuilderSetNodePos, DockBuilderSetNodeSize, allow DockBuilderAddNode creating floating node (dockspace requires ImGuiDockNodeFlags_Dockspace) (#2109) 2019-01-31 17:01:15 +01:00
omar
dc8ff68871 Docking: VisibleWindow of a node spread its _NoMove attribute to the node (fixed dragging or undocking of dock node host from collapse button). (#2325, #2109) 2019-01-31 15:22:40 +01:00
omar
5536edede9 Docking: Fixed faulty undocking of windows with the _NoMove flag. (#2325, #2109)
Whereas BeginAsDockableDragDropTarget could be reworked to filter, we simply set g.HoveredWindowUnderMovingWindow to be NULL when MovingWindow is not set, which was the initial intent.
Also fixed some comments and removed unused braces in TabItemEx().
2019-01-31 14:59:45 +01:00
omar
578e15f006 Docking: Removed unnecessary ImGuiTabItemFlags_DockedWindow internal flag. 2019-01-31 14:55:00 +01:00
omar
e1143377c2 Viewport: Added ImGuiViewportFlags_NoFocusOnClick + support in imgui_impl_win32. Made windows with no decoration always set the _NoFocus flags. (#1542, #2117)
Fix e.g. clicking on protruding combo box stealing highlight from parent window with decoration.
2019-01-30 21:39:05 +01:00
omar
8563ef3ce4 Viewport: Popups by default merge into parent/host viewport as they have no decoration (same as menu/child). (#1542) 2019-01-30 21:13:07 +01:00
omar
37fb531d1c Docking: Comments and tidying up (should be no-op) 2019-01-29 18:54:56 +01:00
omar
86d3bba157 Added ImGuiDockNodeFlags_AutoHideTabBar. (#2109) 2019-01-29 18:28:31 +01:00
omar
2ccc6d2ed1 Docking: Exposing extra flag in Configuration panel. Moved some forgotten Changelog entries at the right place. 2019-01-29 18:28:31 +01:00
omar
13a5f5ba8b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-01-27 16:46:35 +01:00
omar
737a3644fc Removed trailing spaces (docking branch) 2019-01-27 14:57:07 +01:00
omar
07ff47bf1b Docking: Fixed various border / padding related inconsistency with dock node vs floating windows. (#2109) 2019-01-23 19:54:45 +01:00
omar
0737433c71 When resizing from an edge, the border is more visible and better follow the rounded corners. Border rendering moved to RenderOuterBorders so it can be called in a different order for docking. (#1495, #822) 2019-01-23 19:24:35 +01:00
omar
0bda7f196d Docking: Fixed overlapping issue with greyed out close button. 2019-01-23 19:24:35 +01:00
omar
9f96fcff3c Docking: Added ImGuiDockNodeFlags_Dockspace instead of node internal IsDockspace toward allowing the DockBuilder API to create non-dockspace nodes. 2019-01-23 19:24:34 +01:00
omar
bfacbac7c4 Docking: Fix a focusing issue where dock node wouldn't be moved to the front as expected. 2019-01-23 11:05:00 +01:00
omar
86fce79a6c Comments + clear out VisibleWinodw field (should have no effect) 2019-01-23 10:50:58 +01:00
omar
c81a5a6070 Docking: Comments and renaming locals to facilitate debugging. 2019-01-22 12:38:10 +01:00
omar
0947fa3de0 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-01-21 16:54:37 +01:00
omar
cb9a6b8a8b Merge branch 'master' into viewport
# Conflicts:
#	examples/README.txt
#	imgui.cpp
2019-01-21 16:52:22 +01:00
omar
2d21a64fed Comments 2019-01-21 14:25:13 +01:00
omar
f94af2f5c5 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_draw.cpp
2019-01-20 22:13:35 +01:00
omar
8079344cee Merge branch 'master' into viewport
# Conflicts:
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_vulkan.h
#	imgui.cpp
2019-01-20 22:12:06 +01:00
omar
82e31d34f0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_win32.cpp
2019-01-18 12:31:33 +01:00
omar
acdb4823dd Examples: Win32: Fix for older Windows SDK. 2019-01-17 14:35:26 +01:00
omar
b5144e477f Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-01-17 14:06:42 +01:00
omar
e9c625a1dc Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_win32.cpp
#	imgui_demo.cpp
2019-01-17 14:05:40 +01:00
omar
d1851ed6b7 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) [docking branch] 2019-01-16 16:19:38 +01:00
omar
32c4e01267 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) 2019-01-16 16:13:23 +01:00
omar
2f9bae140b Docking: Demo: Fixed docking document window into parent window. (#2286) 2019-01-16 14:43:27 +01:00
omar
8a45c56c2c Merge branch 'viewport' into docking 2019-01-15 21:22:29 +01:00
omar
9391a97fbf Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
2019-01-15 21:22:21 +01:00
omar
79d497edae Viewport: Made platform_io.Monitors mandatory for proper multi-viewport use. 2019-01-15 21:20:00 +01:00
omar
515ad62335 Merge branch 'viewport' into docking
# Conflicts:
#	docs/TODO.txt
2019-01-15 15:14:16 +01:00
omar
73353fad64 Merge branch 'master' into viewport 2019-01-15 15:13:29 +01:00
omar
ff4bd758ca Merge branch 'viewport' into docking 2019-01-14 21:30:07 +01:00
omar
e24674fc0e Merge branch 'master' into viewport 2019-01-14 21:30:01 +01:00
omar
529fccd9c2 Merge branch 'viewport' into docking 2019-01-13 14:19:40 +01:00
omar
4ee4f65c70 Merge branch 'master' into viewport 2019-01-13 14:19:31 +01:00
omar
7cc86d4bc9 Docking: Fixed docking a split node into the empty central node of a dockspace leading to the central node tag being incorrectly carried along. (#2109) 2019-01-10 18:20:52 +01:00
omar
8011197c50 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2019-01-10 16:02:32 +01:00
omar
c96aaef132 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-01-10 16:01:36 +01:00
omar
6b32570644 Merge branch 'viewport' into docking
# Conflicts:
#	imgui_internal.h
#	imgui_widgets.cpp
2019-01-07 21:29:15 +01:00
omar
5af930f97a Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-01-07 21:28:29 +01:00
omar
515ecbddc2 Docking: Fix for handling of orphan/inactive dock node with ConfigDockingTabBarOnSingleWindows (would crash). 2019-01-03 23:02:40 +01:00
omar
7f7e8eeecd Docking: Fixed a bug undocking a window from its tab when it is the only docked window of a root dockspace with ConfigDockingTabBarOnSingleWindows enabled. 2019-01-03 22:11:14 +01:00
omar
4e98d4329b Comments 2019-01-03 21:59:13 +01:00
omar
5278da98d2 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_demo.cpp
2019-01-03 21:40:08 +01:00
omar
e1ed27aeaa (Breaking change) Reorganized Viewports advanced flags, moved into new io.ConfigViewportsXXX flags. Pay attention that ImGuiConfigFlags_ViewportsDecoration became ConfigViewportsNoDecoeration, so the value is inverted! (#1542) 2019-01-03 21:33:33 +01:00
omar
c8349d3305 Viewport: Added ConfigViewportsNoParent to parent viewport default to NULL and not main viewport. Fix eg.. popups appearing erroneously focusing parent window. 2019-01-03 21:28:54 +01:00
omar
606175b98f Viewport: Fix for minimization of individual viewports (the current back-end forcing a parent/child relationship between secondary viewports and the main viewport have hidden this issue). Follows d8ab2c1ac. 2019-01-03 21:27:47 +01:00
omar
05bc323be0 Viewport: Fixed minimization of main viewport leading to it being omitted from platform_io.Viewport list where the users assume it is at index 0. Fix d8ab2c1ac. It wasn't a problem when other viewports were child of the main viewport because they would all be minimized together. (#1542) 2019-01-03 21:27:39 +01:00
omar
599a52629a Viewport: Added minimum viable information in the Changelog. 2019-01-03 17:46:23 +01:00
omar
c3efccaa9c Docking: Merge fix duplicate line + added assert to ease debugging. 2019-01-02 23:49:31 +01:00
omar
b26f16a27f Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2019-01-02 23:16:10 +01:00
omar
a0c2e55e8c Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-01-02 23:11:52 +01:00
omar
5aebfedfad Docking: Forward WindowClass from node to host window. 2019-01-02 21:41:00 +01:00
omar
ce1626a51e Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-01-02 21:36:21 +01:00
omar
0cabe4dedf Viewport: Added ImGuiWindowClass / SetNextWindowClass() (concept imported from Docking ImGuiDockFamily), which currently allows to overwrite viewport flags on a per-window basis. Exposed FindViewportByID(). Win32: Support for ParentViewportId. (#1542) 2019-01-02 21:33:23 +01:00
omar
0d6e3ab2b0 Docking: Renamed SetNextWindowId() -> SetNextWindowID() for consistency. (function vs member are still horribly inconsistent atm) 2019-01-02 21:28:16 +01:00
omar
cfcad42b89 Viewport: Win32: Workaround to the fact that ::WindowFromPoint() seems to return Windows using ImGuiViewportFlags_NoInputs / HTTRANSPARENT when dragging nearby the platform title bar. This is to allow using platform decoration. I don't understand this well atm. (#1542) 2019-01-02 19:03:45 +01:00
omar
4a6f95acc8 Viewport: Added Platform_UpdateWindow hook for general purpose: Rework Win32 code to reflect viewport flags changes into Win32 while the window is active. 2019-01-02 19:03:36 +01:00
omar
5305c32242 Viewport: Reorder flags. Set owned viewport common decoration flags in Begin(). Moved code in UpdateViewportsEndFrame() before we introduce family/class based overrides. 2019-01-02 19:03:11 +01:00
omar
951c9dd68b Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2019-01-02 19:00:31 +01:00
omar
4ea9fdbbea Docking: Agressively assert when CentralNode is a not a leaf node in order to find our bug. 2019-01-02 16:22:45 +01:00
omar
e194219f2e Renamed ImGuiDockFamily to ImGuiWindowClass. Renamed CompatibleWithClassZero to DockingAllowUnclassed. (#2109) 2019-01-02 16:22:44 +01:00
omar
a71d3c8cb3 Viewport: Misc comments following user feedbacks.. 2018-12-21 18:40:16 +01:00
omar
238321c159 Fix merge in Docking branch, remove ConfigDockingWithShift flag from DX11 example + misnamed function. 2018-12-21 16:56:26 +01:00
omar
e181b0c3fc Merge branch 'viewport' into docking 2018-12-21 16:53:13 +01:00
omar
9d0bc3f9ab Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-12-21 16:43:12 +01:00
omar
afe9c5c5f7 Examples: SDL: Fixed compilation for SDL 2..0.3 and less (running on our test servers) and clarified a bit of the messy situation. Followup to 8dd83c5. (#1542, #2117) 2018-12-21 16:26:17 +01:00
omar
81a2546cea Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_win32_directx9/main.cpp
2018-12-20 23:06:29 +01:00
omar
ee5560a958 Merge branch 'master' into viewport + added style tweak block when viewports are enabled
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_win32_directx11/main.cpp
2018-12-20 23:04:40 +01:00
omar
62cfdceac1 Examples: Viewport: Moved the "make current GL context" to reduce the amount of call and hopefully be more explicit about viewport enabled vs disabled requirements. (#1542) 2018-12-20 22:40:22 +01:00
omar
d9fda22763 Viewport: Fixed not clearing request flags in main viewport, which led some back-end (SDL) to break on resize as PlatformRequestResize would stay true forever and inhibit new sizes passed to AddUpdateViewport(). (#1542) 2018-12-20 22:33:51 +01:00
omar
8dd83c5fe8 Examples: SDL: SDL_GetMouseState() seems problematic, movements feels laggy in the non-viewport code path. (#1542, #2117) 2018-12-20 22:28:31 +01:00
omar
5794c0491a Docking: Fix an edge case failing to dock into an explicit dockspace which only have inactive nodes (because all the windows are inactive). (#2246, #2109) 2018-12-20 19:20:26 +01:00
omar
e043b89814 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.h
2018-12-20 17:03:21 +01:00
omar
8fc19d2194 Removed IMGUI_HAS_TABS from Docking branch, it's not defined anywhere anymore. 2018-12-20 16:56:48 +01:00
omar
02501f07c3 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-12-20 16:54:32 +01:00
omar
a0e5bb9532 Viewport: Corrected/clarified comments. Moved RenderPlatformWindowsDefault() next to UpdatePlatformWindow(). Removed unnecessary flag check. 2018-12-20 16:49:31 +01:00
omar
088ef6623a Merge branch 'viewport' into docking 2018-12-18 15:03:01 +01:00
omar
9c916cdaf9 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-12-18 15:02:35 +01:00
omar
ac9512e095 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2018-12-14 18:46:24 +01:00
omar
5d20da1b36 Viewport, DPI: Now using DpiScale from the ImGuiPlatformMonitor array instead of calling Platform_GetWindowDpiScale() before the platform window creation. Might even tentatively see if things work out without Platform_GetWindowDpiScale. (#1676) 2018-12-14 12:12:26 +01:00
omar
9b09c7597f Merge branch 'viewport' into docking
# Conflicts:
#	imgui_demo.cpp
2018-12-13 19:21:51 +01:00
omar
2a1e903f43 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-12-13 19:20:34 +01:00
omar
e50894c95e Metrics: Fixed crash when viewports are disabled (g.MouseLastHoveredViewport is never set). 2018-12-13 19:16:44 +01:00
omar
991b16cc6a Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_widgets.cpp
2018-12-11 19:46:46 +01:00
omar
2886e0b6f5 Demo: Fix collateral damage of 54a60aa 2018-12-11 13:25:29 +01:00
omar
067b691fd8 Merge branch 'viewport' into docking
# Conflicts:
#	docs/TODO.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_draw.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2018-12-11 13:23:00 +01:00
omar
c40feabe4d Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-12-11 12:41:40 +01:00
omar
2d4018aa89 Docking: Fix io.ConfigWindowsMoveFromTitleBarOnly for docking branch. 2018-12-11 11:03:28 +01:00
omar
e6439e1a16 Merge branch 'viewport' into docking + moved io.ConfigFlags ImGuiConfigFlags_DockingNoSplit to io.ConfigDockingNoSplit
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2018-12-10 16:21:49 +01:00
omar
26b9e2d0a5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2018-12-10 16:14:31 +01:00
omar
3a5e758ee3 Tabs: Fixed crash when using TabItem in a regular (non-docking) tab bar. (#2231) 2018-12-08 12:35:15 +01:00
omar
f768727284 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2018-12-06 16:36:17 +01:00
omar
a03846bd9e Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-12-06 16:33:39 +01:00
omar
f3a0b17bb8 Viewport: Win32, GLFW, SDL: Clarified back-ends by using global mouse position direction. GLFW: disabled io.MouseHoveredViewport setting under Mac/Linux. (#1542, #2117) + various comments. 2018-12-06 16:30:10 +01:00
omar
ac52d9d44c Viewport: Fix handling of PlatformRequestResize/PlatformRequestPos. when OS decoration are enabled via ImGuiConfigFlags_ViewportsDecoration . 2018-12-06 15:36:36 +01:00
omar
e2082a675c Viewport: Fix handling of PlatformRequestResize/PlatformRequestPos. when OS decoration are enabled via ImGuiConfigFlags_ViewportsDecoration . 2018-12-05 23:39:04 +01:00
omar
b94f0241f1 Docking: Adjusting the docking popup menu position so it tends to stay within the same viewport. 2018-12-05 21:19:42 +01:00
omar
b96b1f2412 Docking: Documenting an issue. Renamed member of ImGuiDockFamily. 2018-12-04 16:38:27 +01:00
omar
6644f1ff64 Docking: Added io.ConfigDockingTabBarOnSingleWindows option (mostly made possible by the previous fixes).
Note that dock node have regressions compared to current floating window: no collapse, no auto-resize, resize grip under the scrollbar, border issues, general overhead. Will tackle those.
2018-12-04 13:37:46 +01:00
omar
8cac70d8af Docking: Focus fix (missing line in 8bac6d4) 2018-12-04 13:34:16 +01:00
omar
5105c6c0d0 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2018-12-04 00:06:26 +01:00
omar
3a678d48b1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
2018-12-04 00:05:45 +01:00
omar
8bac6d428d Docking: Another attempt at tidying the inconsistent focus / tab bar reordering issues, and toward generalizing single window dock nodes. (#2109) 2018-12-04 00:01:20 +01:00
omar
2da200fc16 Docking: Fix generalizing the transition from loose windows to dock node so we can switch to single window dock node while transferring viewports (vs creating two viewports and dropping one). + Extracted DockContextGenNodeID out of DockContextAddNode(). 2018-12-04 00:01:19 +01:00
omar
f6b6ad1959 Viewport: Minor tweaks, better struct layout. 2018-12-03 20:30:00 +01:00
omar
3e84f7cd1d Viewport: Fixed a viewport bug which led some popups to merge in underlying host viewport when they should be z-over their parent viewport. 2018-12-03 18:16:47 +01:00
omar
ac10889bde Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2018-12-03 11:44:51 +01:00
omar
89a530b442 Somehow VS keeps modifying this GUID so I am going to playing along with it. 2018-12-03 11:44:08 +01:00
omar
65e579e558 Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.h
#	imgui_demo.cpp
2018-12-03 11:41:53 +01:00
omar
34e18ef771 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:48:39 +01:00
omar
8289e5f6b4 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:48:25 +01:00
omar
025e00cccc About: Added build/system info relating to Docking branch. 2018-11-30 18:29:35 +01:00
omar
f78b5a0cdb Merge branch 'viewport' into docking 2018-11-30 18:27:14 +01:00
omar
ec49a486c7 About: Added build/system info relating to Viewport branch. 2018-11-30 18:27:04 +01:00
omar
afeefadb4e Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.h
2018-11-30 18:24:43 +01:00
omar
a423f032ee About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose. 2018-11-30 18:18:15 +01:00
omar
4ef06f5aa2 Added ShowAboutWindow(), About Window now showing various config/build information. 2018-11-30 18:02:01 +01:00
omar
753223bd7b Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-11-30 14:38:54 +01:00
omar
f663277591 Merge misc/shallow changes from Docking branch to minimize drift: moved some blocks, added comments. 2018-11-30 14:35:13 +01:00
omar
1c7be88a1a Viewport: Fixed a bug where tooltips on their first frame didn't find a monitor leading to the "recovery" code to revert it to the main viewport for a frame. (#1542) 2018-11-30 14:35:13 +01:00
omar
3c114b280a Merge branch 'viewport' into docking
# Conflicts:
#	imgui_internal.h
2018-11-29 21:30:26 +01:00
omar
2fbbcaa339 Viewport: Avoid calling platform functions when window is not created (apart from Platform_GetWindowDpiScale, documented as such). Main viewport situation is still ambiguous. (#1542) 2018-11-29 21:28:47 +01:00
omar
36cbe1e521 Viewport: Misc renaming. 2018-11-29 21:21:04 +01:00
omar
19d17ed274 Docking: Added io.ConfigDockingTransparentPayload option (to use with ImGuiConfigFlags_ViewportsNoMerge) 2018-11-29 16:18:01 +01:00
omar
01f940dc9a Viewport: imgui_impl_sdl2: Added support for PlatformIO Platform_SetWindowAlpha. 2018-11-28 22:50:48 +01:00
omar
19c4fa8dd5 Examples: DX12: Fixed compilation of imgui_impl_dx12.cpp in viewport branch. Multi-viewport is still not functional. 2018-11-28 15:43:00 +01:00
omar
3bcc25f588 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-11-27 19:56:23 +01:00
omar
4cadb57c46 Viewport: Comments. 2018-11-27 19:53:33 +01:00
omar
99c32ed4a5 Merge branch 'master' into viewport 2018-11-27 19:46:40 +01:00
omar
c08b4b46f4 Viewport: Better support for toggling ImGuiConfigFlags_ViewportsEnable. (#2196) 2018-11-27 19:46:36 +01:00
omar
e138a5fcb5 Docking: Fixed debug Rebuild operation. 2018-11-27 17:40:25 +01:00
omar
fc16e54612 Docking: Maintain CentralNode. When SetNextWindowDockID() on a now split node id, we dig to find the central node or the last focused node. (#2109) 2018-11-27 13:35:05 +01:00
omar
4575354bc0 Docking: Comments + maiintain LastFrameFocused per node + using bitfiield for docking bools. 2018-11-27 13:29:09 +01:00
omar
3f51c831de Docking: Added internal DockBuilderGetCentralNode(). Fixed being unable to undock whole node from dock button in DockSpace with a central node. (#2109) 2018-11-26 22:18:55 +01:00
omar
962dcb466d Docking: Added ImGuiDockNodeFlags_NoResize. (#2109) 2018-11-26 21:52:40 +01:00
omar
b8d9c5c130 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2018-11-26 21:36:48 +01:00
omar
1a0d2578a1 Viewport: Merging fixes + relying on multiple viewport overlaps. Follow-up to previous attempts are reworking the split/merge mechanisms. (#1542) 2018-11-26 21:35:44 +01:00
omar
12a1e7d04e Viewport: Comment to suggest making WindowBg opaque when viewports are enabled. 2018-11-26 19:20:37 +01:00
omar
4a8efd7e68 Docking: Hidden tab-bar triangle reflects focus but using Button colors. (#2109) 2018-11-26 17:57:01 +01:00
omar
66cfbbff5e Docking: Fixed double-overlay when dragging window over one of the (four cardinal) outer drop boxes. (#2109) 2018-11-26 17:39:38 +01:00
omar
d23c69d319 Docking: Added context menu option to hide the tab bar of single-window dock nodes, similar to Unreal. (#2109) 2018-11-26 17:25:06 +01:00
omar
1e7b50aeae Viewport: Fixes moving child menu viewport (fix 379733a). 2018-11-26 16:56:58 +01:00
omar
c93e92671a Viewport: Fixes moving child menu viewport (fix 379733a). 2018-11-26 16:55:40 +01:00
omar
ddc3f8f069 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2018-11-26 15:32:04 +01:00
omar
5261e5a6ba Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-11-26 14:53:51 +01:00
omar
379733aba1 Viewport: Fix viewport regression with protruding child window creating their own viewport. (fixes cae4d02, 760c1d95) (#1542) 2018-11-26 14:53:04 +01:00
omar
131de7ab62 Docking: Added ImGuiConfigFlags_DockingNoSplit flag. (#2109) 2018-11-23 18:42:16 +01:00
omar
d8ab2c1ac9 Viewport: Added support for minimized window which caused problem when ImGuiBackendFlags_HasMouseHoveredViewport was not supported. (#1542) + todo 2018-11-23 16:55:33 +01:00
omar
862781b195 Viewport: Avoid unnecessary reapplying platform pos/size every frame. (#2205) + Fix GLFW ImGui_ImplGlfw_CreateWindow() from not applying position immediately. Clear LastNameHash properly (bug already fixed in Docking branch) 2018-11-23 16:35:17 +01:00
omar
cae4d020dc Viewport: Merging/Extracting to/from main host viewport is now performed based on current state rather than triggers. Windows which don't fit in host window are now consistently in their own viewport. Toward simplifying the UpdateSelectWindowViewport() function. Probably broke something.. (#1542) 2018-11-22 21:18:14 +01:00
omar
1f78e08427 Viewport: UpdateTryMergeWindowIntoHostViewport() calls BringWindowToDisplayFront() - possible now that BringWindowToFocusFront() is a different function. 2018-11-22 21:16:43 +01:00
omar
760c1d95b9 Viewport: Merging/Extracting to/from main host viewport is now performed based on current state rather than triggers. Windows which don't fit in host window are now consistently in their own viewport. Toward simplifying the UpdateSelectWindowViewport() function. Probably broke something.. (#1542) 2018-11-22 21:13:07 +01:00
omar
510f0e505c Viewport: UpdateTryMergeWindowIntoHostViewport() calls BringWindowToDisplayFront() - possible now that BringWindowToFocusFront() is a different function. 2018-11-22 20:13:55 +01:00
omar
d9c54826bb Viewport: Stop relying on viewport->CreatedPlatformWindow to create Platform_DestroyWindow and Renderer_DestroyWindow. Explicitly require Platform_GetWindowFocus() to require supporting empty data. 2018-11-22 17:27:35 +01:00
omar
2515413080 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_widgets.cpp
2018-11-22 15:29:18 +01:00
omar
d87b80c6c1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-11-22 15:28:27 +01:00
omar
4a43f347bb Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_marmalade/main.cpp
2018-11-15 14:00:01 +01:00
omar
dcbf976a8e Merge branch 'master' into viewport + comments
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-11-15 13:58:46 +01:00
omar
f2d577c33f Viewport: BeginMainMenuBar(): explicitly set viewport to avoid creating new one when ImGuiConfigFlags_ViewportsNoMerge is set + misc shallow changes. 2018-11-13 22:14:40 +01:00
omar
ae34241f8b Viewport: BeginMainMenuBar(): explicitly set viewport to avoid creating new one when ImGuiConfigFlags_ViewportsNoMerge is set + misc shallow changes. 2018-11-13 22:11:39 +01:00
omar
1546153ca2 Docking: Fixed a regression where clicking a Tab wouldn't immediately set NavWindow. Which led to breaking the NavSaveLastChildNavWindow/NavRestoreLastChildNavWindow logic. (#2109) 2018-11-13 19:31:10 +01:00
omar
a3d6554e8e Merge branch 'master' into viewport + specific changes for GLFW callbacks
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_glfw.cpp
2018-11-08 16:56:51 +01:00
omar
565af90958 Merge branch 'viewport' into docking 2018-11-06 09:52:38 +01:00
omar
797f2044cd Viewport: Fixed SDL+OpenGL2 example to work with multi-viewports. (#2175) 2018-11-06 09:51:09 +01:00
omar
5ea08394f5 Examples: SDL: Tweaked Windows instructions and batch files. (#2175) 2018-11-06 09:46:43 +01:00
omar
9ee86f22b7 Examples: Win32: Handle UTf-8 in platform window title setting. (#2164) 2018-11-05 17:37:06 +01:00
omar
52ca91ca57 Merge branch 'master' into viewport 2018-11-05 17:29:31 +01:00
omar
168af9b377 Merge branch 'viewport' into docking
# Conflicts:
#	imgui_demo.cpp
2018-10-25 23:45:19 +02:00
omar
1a6eea012d Docking: Tweaked tooltip on tabs so they don't show immediately when holding and releasing a tab (using HoveredIdNotActiveTimer) + Minor refactor + Removed legacy .ini parsing. 2018-10-25 23:41:32 +02:00
omar
50f6e12d31 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-10-25 23:41:13 +02:00
omar
c547b2e8ee Added DockSpaceOverViewport() call, not sure about this because of the menu bar limitation. (#2109) 2018-10-25 15:34:53 +02:00
omar
56ba60ee68 Docking: Fixed not saving .ini file correct if DockingEnable flag is cleared. (#2109) 2018-10-24 12:25:58 +02:00
omar
f270c81c49 Viewport, Docking: Fixed incorrectly setting the ImGuiViewportFlags_NoInputs flag, affecting split docking node. (#2109) 2018-10-23 18:26:45 +02:00
omar
745fda081e Viewport, Docking: Fixed incorrectly setting the ImGuiViewportFlags_NoInputs flag, affecting split docking node. (#2109) 2018-10-23 18:26:35 +02:00
omar
5f8c9ae0ef Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-10-18 10:57:54 +02:00
omar
056af2b1af Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-10-18 10:56:26 +02:00
Brandon
5f79a28a07 Examples: SDL: Fixed usage of SDL_GetDisplayDPI (#2137, #1676) 2018-10-18 10:48:18 +02:00
omar
69db792bf0 Viewport: Exposed GetOverlayDrawList(ImGuiViewport* viewport) in public API. (#1542, #1660, #1878, etc.) 2018-10-15 17:38:36 +02:00
omar
8b956216b7 Demo: Testing return value of BeginTabBar() for consistency. 2018-10-15 17:19:52 +02:00
omar
e6cc547a94 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2018-10-12 15:51:31 +02:00
omar
e73217d6f7 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-10-12 15:50:48 +02:00
omar
2eaf5b03df Fixes crash introduced in previous commit 9cf94d5. 2018-10-12 13:30:00 +02:00
omar
c398153b40 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
#	imgui_internal.h
2018-10-12 13:01:20 +02:00
omar
33994bbfa1 Docking: Fixed Modal window from being dockable. 2018-10-12 12:56:56 +02:00
omar
7525637804 Merge branch 'viewport' into docking. 15ec78e Fixes the update of title buffer when docked in a leaf dock node with a single window. Added comment about overwriting DockIsActive in DockNodeUpdate().
# Conflicts:
#	imgui.cpp
2018-10-11 21:36:00 +02:00
omar
15ec78e9d8 Internal: Moved stored window name update code to the first_begin_of_the_frame block. This will be useful in the Docking branch. 2018-10-11 21:32:20 +02:00
omar
3a7828de6b Viewport: Added ImGuiConfigFlags_ViewportsDecoration to re-enable platform decoration (#1542) 2018-10-09 18:35:45 +02:00
omar
7b3433c68b Viewport: Added ImGuiConfigFlags_ViewportsDecoration to re-enable platform decoration (#1542) 2018-10-09 18:33:39 +02:00
omar
84507cc744 Docking: Kept ImGuiDockNodeFlags_PassthruDockspace and removed ImGuiDockNodeFlags_PassthruInEmptyNodes, ImGuiDockNodeFlags_RenderWindowBg. Doesn't include ImGuiDockNodeFlags_NoDockingInCentralNode. (#2109) 2018-10-08 12:37:10 +02:00
omar
cb76c086e0 Docking: Removed context parameter from internal DockBuilderXXX api at it is expected we transition it to be public facing. (#2109) 2018-10-05 16:14:51 +02:00
omar
407822e6a5 BeginTabItem: Fixed missing parameter name in .h file messing up with cimgui generator. (#2115) 2018-10-04 19:39:02 +02:00
omar
4e30698706 Docking: Added ImGuiDockNodeFlags_PassthruDockspace mode (subdivided in three flags: ImGuiDockNodeFlags_NoDockingInCentralNode, ImGuiDockNodeFlags_PassthruInEmptyNodes, ImGuiDockNodeFlags_RenderWindowBg). Added internal facility for register a rectangular hit-test hole in window. Updated DockSpace demo accordingly. (#2109) 2018-10-03 22:32:23 +02:00
omar
2dd8338e7d Docking: Added ImGuiDockNodeFlags_NoOuterBorder, tweaked DockSpace demo to remove window border. Made docking splitter use the same standard setting as resizing from edges. (#2109) 2018-10-03 18:30:36 +02:00
omar
059560d28b ButtonBehavior, ImGuiButtonFlags_FlattenChildren flag can be used from a child window. Would typically affect calling SplitterBehavior() from a child window. 2018-10-03 18:11:35 +02:00
omar
d348d86df4 Docking: Renamed "DocRoot/DocumentRoot" to "CentralNode", more self explanatory. Moved Splitter update higher up in DockNodeUpdate() + minor misc tweak. (#2109) 2018-10-03 17:50:07 +02:00
omar
1d3862b6b3 Docking: Added ImGuiDockNodeFlags_NoDockingInsideDocRootNode flag. Honoring ImGuiDockNodeFlags_NoSplit in child node is already split (so we can use DockBuilder and then lock the layout). Added those options to the demo. (#2109) 2018-10-03 14:57:28 +02:00
omar
bd82539ad5 Docking: Fixed DockSpace() child window displaying a scrollbar behind the node backgrounds. Rename ImGuiCol_DockingBg to ImGuiCol_DockingEmptyBg. Added ImGuiDockNode::IsLeaftNode(). (#2109) 2018-10-03 14:42:47 +02:00
omar
83f55c9de5 Merge branch 'viewport' into docking 2018-10-02 18:55:48 +02:00
omar
33b88a0339 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-10-02 18:55:36 +02:00
omar
44bfa24cc3 Docking: Fixed crash using DockBuilderSplitNode(). (#2109) 2018-10-02 11:09:53 +02:00
omar
2cff3f6a65 Docking: Renamed io.ConfigDockingWithKeyMode to io.ConfigDockingWithShift. 2018-10-01 18:35:21 +02:00
omar
b48ed9ebc0 Docking: Better tracking of current dock id for inactive and uncreated windows (in settings etc.). + Fixed assert when docking a single-visible leaf node of a hierarchy into another 2018-10-01 11:56:26 +02:00
omar
4e717b524c Docking: Fixes for C++03 compilers. 2018-10-01 10:40:43 +02:00
omar
ae657a349a Docking: Fixed extracting a dock node from a document root: document root should be preserved. 2018-09-30 23:39:38 +02:00
omar
ed3c015f4e Docking: Reorganizing some of the tab-bar selection and window focus related code. 2018-09-30 23:39:38 +02:00
omar
9cfc40c2cc Docking: Demo: Displaying a message if master docking flag is disabled. + DockSpace() early out + comments. 2018-09-30 23:39:37 +02:00
omar
6ebc63d3ef Docking: Various sanity fixes + fixed tab-bar items sorting issue when docking single window with a dock node into single window without dock node. 2018-09-30 22:07:57 +02:00
omar
1ae0a1e658 Docking: Fix DockContextRebuild() temporarily invalidating dockid reference leading to undesirable merging of nodes. 2018-09-30 19:34:03 +02:00
omar
46dff42239 Docking: Fixed dock node with single window accidental stealing of non-owned host viewport (leading to general havoc). 2018-09-30 19:30:51 +02:00
omar
35d1fb7b34 Style: Added style.TabRounding setting. 2018-09-30 18:41:07 +02:00
omar
876a3299fc Docking: Added DockBuilderCopyDockspace() wip. Added DockBuilderCopyWindowSettings(), renamed DockBuilderForkNode() to DockBuilderCopyNode(). 2018-09-28 17:58:55 +02:00
omar
93896d550e Added FindOrCreateWindowSettings() internal helper. 2018-09-26 23:01:51 +02:00
omar
18ffb7dd86 Docking: Reworked DockContextPruneUnusedSettingsNodes() to prune entire unused trees. 2018-09-26 23:01:51 +02:00
omar
c0a89f8f4e ImPool: Added Reserve() helper function. 2018-09-26 21:51:30 +02:00
omar
c6193d0605 Merge branch 'viewport' into docking 2018-09-26 21:35:09 +02:00
omar
6cc380fc41 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
2018-09-26 21:34:52 +02:00
omar
4053d9d638 Docking: Fixed tab order restoring (follow up to 67be485e, broken in 455dc6e2) 2018-09-26 17:11:37 +02:00
omar
45731cca19 Docking: Added DockBuilderForkNode() primitive for usage for user code to fork/copy entire layouts. This will probably need to be added to as I find ways to migrate patterns from user code to the library. Added IMGUI_DEBUG_DOCKING_INI helper to facilitate debugging. (+1 squashed commits) 2018-09-26 17:11:37 +02:00
omar
dc92431328 Docking: Minor renaming. DockContextAddNode() uses 0 as marker for automatic ID selection + TODO update and moved docking entries to docs/TODO.txt 2018-09-26 12:58:14 +02:00
omar
d3e8e5731a Docking: Renamed SetNextWindowDock() to SetNextWindowDockId(). Added GetWindowDockId(). 2018-09-25 17:45:06 +02:00
omar
53a5d32df1 Docking: Reworked SetNextWindowUserType() as SetNextWindowDockFamily(), allowing multiple scene to be tagged with their scene id and not receive tabs from other scene + persistent storage for family id to allow for docking tree fork/remap. 2018-09-25 16:15:25 +02:00
omar
85e1e2b0c8 Docking: Added DockBuilderGetNode() wrapper for consistency. 2018-09-25 14:14:07 +02:00
omar
9960ccddb2 Docking: Added DockBuilderRemoveNode() + various tweaks. Fixed dragging/undocking dock node from CollapseButton. 2018-09-24 23:19:18 +02:00
omar
4021776d0f Docking: Fix for undocking node where the dockspace node is attached to an immovable parent window. + Tweak .ini output. 2018-09-24 22:14:12 +02:00
omar
fa0ce4b7d5 Docking: Some DockBuilder functions are applied on settings data if windows are not present. Added DockBuilderCreateNode which needs a size else if we can't split properly. DockNodeTreeSplit() doesn't clamp SizeRef. (+1 squashed commits) 2018-09-24 16:38:44 +02:00
omar
2a5ce1849a Docking, Viewport: Reworked viewport inheritance/transition so that extracting a dock node from a split node owning its viewport will have both viewports be in the expected OS z-order. (The lower window re-use the exiting viewport, the detached node uses a new viewport: 2018-09-24 10:53:51 +02:00
omar
ae4b838840 Docking, Viewport: Rework ownership transfer/stealing to fix issues where non-child windows could be stick marked as not owning their viewport. 2018-09-24 10:48:56 +02:00
omar
79c075ca09 Docking+Viewport: Fixed PlatformRequestClose (e.g. ALT-F4) being redrected to the first window of the docking node instead of the selected one. 2018-09-24 10:48:55 +02:00
omar
1127804109 Viewport: Misc tweaks. 2018-09-24 10:39:15 +02:00
omar
67be485e24 Docking: Fixed losing tab bar selection when extracting a whole docked node + reusing existing dock node when possible. 2018-09-21 16:23:00 +02:00
omar
fda57f48d5 Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2018-09-21 11:52:32 +02:00
omar
840652830d Docking: Fixed undocking on whole dock node from leaving undesirable empty node in the docking tree. Fixed calls to MarkIniSettingsDirty(). 2018-09-21 11:50:49 +02:00
omar
5eabf44021 Nav: Use Platform_SetWindowFocus when CTRL+Tabbing to another viewport. 2018-09-21 11:49:43 +02:00
omar
599d5f185c TabBar: Recover if SelectedTabId doesn't exist anymore. 2018-09-21 11:02:03 +02:00
omar
7abc368927 Viewport: GLFW: Build fix for pre GLFW 3.2 (#1542) 2018-09-20 18:46:36 +02:00
omar
b57baa5ba0 Viewport: Enabled viewports by default in more example apps. 2018-09-20 10:31:23 +02:00
omar
3e47978a80 Docking: Renamed ImGuiDockSpaceFlags to ImGuiDockNodeFlags. Clarified in comments/demos that DockSpace creates a Node. Renamed IsExplicitRoot to IsDockSpace. Assert against explicitly calling DockSpace twice in a frame. 2018-09-20 09:52:51 +02:00
omar
e647f89c33 Docking: Added undocking of whole dock node by dragging from the Collapse button. Super useful and works great! 2018-09-19 22:38:40 +02:00
omar
82978fc88f Docking: Fix of title bar flicker during rebuild. Fixed dragging of DockNode always triggering BeginAsDockableDragDropSource() when io.ConfigDockingWithKeyMod is false. 2018-09-19 19:41:31 +02:00
omar
95d49c3b98 Docking: Internals renaming LastExplicitSize to SizeRef (invalidate .ini data) + todo 2018-09-19 18:25:26 +02:00
omar
455dc6e229 Docking: Creating tab bar and adding window into tab bar immediately (not sure why I didn't do that before). Probably broke something subtle, will find out. *Edit* Initially broke restoring selected tab. 2018-09-19 16:00:13 +02:00
omar
291bfe6841 Docking: work to allow programmatic control of dock nodes, various refactor + assert fix. Probably broke something (but I haven't found what yet!) 2018-09-19 16:00:13 +02:00
omar
35032d41fa Docking: Internals: Transitioning some code toward consistently using ImGuiContext* ctx parameter instead of ImGuiDockContext 2018-09-17 17:06:52 +02:00
omar
28094b7cea Docking: Fixed central docking display with ImGuiDockSpaceFlags_NoSplit, affecting in particular with io.ConfigDockingWithKeyMod = false. + comments, asserts 2018-09-17 15:39:35 +02:00
omar
b55b9aee9b Fixed bad merge (a82be53) where we lost the version number in Docking branch + moved Docking related API together for now. 2018-09-14 18:09:46 +02:00
omar
0f1c21a6c9 Docking: Changed DockSpace() signature to take an ID, as ID will frequently be used by other API it makes more sense to let the user compute it. 2018-09-14 18:09:04 +02:00
omar
175bab4f5f Docking: Removed SplitRatio from ImGuiDockNode and ImGuiDockNodeSettings, which we don't need anymore. 2018-09-14 17:51:30 +02:00
omar
ba7b68798d Docking: Misc rework/rename toward being able to rebuild a branch selectively, so we can honor settings changes on a per Dockspace basis. + Comments 2018-09-14 16:01:47 +02:00
omar
e32256b4b4 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_demo.cpp
#	imgui_internal.h
2018-09-14 11:38:10 +02:00
omar
132d8c5a99 Viewport: Increased threshold for setting ImGuiViewportFlags_NoFocusOnAppearing. (#1542), 2 doesn't seem enough with some docking setup. 2018-09-14 11:37:17 +02:00
omar
b85f345369 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_vulkan.cpp
2018-09-14 11:32:55 +02:00
omar
85a3fb3bef Viewport: Fix an issue introduced on ~August 16, which would assert when viewport are disabled. Also made the DestroyPlatformWindow process more sturdy. (#1542) 2018-09-13 17:11:06 +02:00
omar
6d91055462 Docking: Fixed floating->docking transition on a platform window mistakenly destroying the platform window because the upcoming tab isn't visible and triggers viewport GC. Fixed missing title bar data on recreate window. 2018-09-13 16:56:57 +02:00
omar
136fc56af0 Docking: Better handling of window losing its dock node or having its dock node not active. 2018-09-13 14:38:37 +02:00
omar
c355ed1267 Docking: Flicker fix when clicking on a Tab leading of a new window, in particular would be noticeable when using nested tab bars. 2018-09-13 12:44:29 +02:00
omar
1cefc48f13 Docking: Internal renaming and comments. + Fixed DockNodeMoveChildNodes() to transfer the LastExplicitSize value (was inconsequential afaik). 2018-09-11 18:53:08 +02:00
omar
211a9c8fd2 Docking: Added ImGuiDockSpaceFlags_KeepAliveOnly, important for multiple level of tabs. (also renamed ImGuiDockFlags to ImGuiDockSpaceFlags.) 2018-09-11 17:58:09 +02:00
omar
f29b3b4033 Nav: Added a way for code to cancel Alt for menu toggle (ImGuiNavInput_KeyMenu_). Cancelling out on platform window. close request. (#1542, #787) 2018-09-11 15:35:53 +02:00
omar
df65d4a14f Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-09-11 11:18:46 +02:00
omar
c4e26f4b92 Nav: Added a way for code to cancel Alt for menu toggle (ImGuiNavInput_KeyMenu_). Cancelling out on platform window. close request. (#1542, #787) 2018-09-10 22:19:54 +02:00
omar
416918429d Docking: Added Type enum in ImGuiDockRequest. Renamed fields. DockSpace() skips node update if already submitted (when transitioning from implicit -> explicit DockSpace). 2018-09-10 22:09:43 +02:00
omar
d5692bff00 Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated. 2018-09-10 20:30:14 +02:00
omar
dcef0c0237 Docking: Updating LastFrameActive earlier in Begin() because BeginDocked() will need to use it. Extracted some code into a DockNodeIsDropAllowedOne() function. Comments. 2018-09-10 20:23:03 +02:00
omar
a68c98bb67 Docking: Added SetNextWindowUserType() + user type filtering in dockspace and window merging. Added DockSpace() flag ImGuiDockFlags_NoSplit. Renaming. Reworked the DockNodeUpdateFindOnlyNodeWithWindows code so DockNodeUpdate can access the first window. 2018-09-10 14:32:00 +02:00
omar
b872aa5c8e Docking: io.ConfigResizeWindowsFromEdges default to true in Docking branch. Moved code in BeginTabItem(). 2018-09-10 11:24:27 +02:00
omar
a82be53407 Merge branch 'docking2' into viewport_docking
# Conflicts:
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2018-09-06 22:28:21 +02:00
omar
49533bc86e Examples: Enabled Docking + Nav by default in the branch. (#351) 2018-09-06 21:53:35 +02:00
omar
e381f22ac1 Docking: Added Docking system. (Part 3) (#351) 2018-09-06 21:45:46 +02:00
omar
9ac1e93aa1 Docking: Added Docking system. (Part 2) (#351) 2018-09-06 21:45:46 +02:00
omar
bd5b38e232 Docking: Added Docking system. Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. (Part 1) (#351) 2018-09-06 21:45:46 +02:00
omar
5adcb9ce6d Docking: Added empty skeleton/sections to facilitate diff/patch of incoming code (otherwise git gives us a messier patch). 2018-09-06 21:45:45 +02:00
omar
2ec135c9f7 Docking: Added ImVec2[] non const operator. Added ImStrSkipBlank. Reseting some values earlier in Begin. Added IMGUI_DEBUG_LOG() helper. Added docking source code section. 2018-09-06 21:45:45 +02:00
omar
58d46e1fe6 Tabs: Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem() + demo. (#261, #351) 2018-09-06 21:45:44 +02:00
omar
c039a77d21 Internals: Added ImPool helper structure. Moved ImVec1f. 2018-09-06 21:45:10 +02:00
omar
741bdf151a Added ImGuiWindowFlags_UnsavedDocument flags. 2018-09-06 21:45:10 +02:00
omar
5070c769b8 Internals: Windows hidden with HiddenFramesRegular (but NOT HiddenFramesForResize) preserve their SizeContents, so restoring a auto-resize window after it's been hidden by tabs won't reset its size for a frame. Arguable. Let's see how it goes. (Followup to b48e295bddbf965d7382ec5578ed05d2fe601114) 2018-09-06 21:45:09 +02:00
omar
52e0de84a9 Internals: Split RenderTextClipped into two functions. 2018-09-06 21:45:09 +02:00
omar
b974fffea0 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-06 15:59:35 +02:00
omar
a2616c79fe Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-06 11:42:11 +02:00
omar
31b5b18611 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-05 20:59:27 +02:00
omar
8601c39571 Viewport: Making the code a little more sturdy (flag changes) + added descriptions. (#1542) 2018-09-05 17:50:55 +02:00
omar
af27ec296b Merge branch 'master' into viewport + added viewport ConfigFlags/BackendFlags
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-09-05 17:38:47 +02:00
omar
a848807847 Minor inconsequential merges from Master/Docking branches 2018-09-05 11:51:45 +02:00
omar
bdb30d7145 Merge branch 'master' into viewport 2018-09-05 11:08:57 +02:00
omar
897e5c6231 Viewport: Moved code following refactor. (#2036, #1542) 2018-09-05 11:08:44 +02:00
omar
1007873d94 Misc: merge minor/inconsequential stuff from Docking branch to reduce drift. 2018-09-03 19:51:22 +02:00
omar
fd201a90f1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-08-31 18:39:02 +02:00
omar
a52ce7ac8b Merge branch 'master' into viewport 2018-08-31 11:14:05 +02:00
omar
fd90afef43 Refactor: Internals: Moved Viewport functions in imgui.cpp in their own section. (part 3) (#2036, #1542) 2018-08-31 11:11:18 +02:00
omar
5207afa0dd Refactor: Internals: Moved Viewport functions in imgui.cpp in their own section. (part 2) (#2036, #1542) 2018-08-31 11:06:21 +02:00
omar
0699310b9c Merge branch 'viewport_164' into viewport 2018-08-31 10:28:37 +02:00
omar
0c24fe276c Merge branch 'master_164' into viewport_164
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_widgets.cpp
2018-08-31 10:28:21 +02:00
omar
c83391262e Refactor: Internals: Moved Tooltip functions in imgui.cpp in their own section + comments. (#2036) 2018-08-30 21:21:14 +02:00
omar
00262d51ad Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 3) (#2036) 2018-08-30 21:19:30 +02:00
omar
d7c04ccbfb Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 2) (#2036) 2018-08-30 21:18:16 +02:00
omar
b1f263b34b Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 1) (#2036) 2018-08-30 21:16:30 +02:00
omar
a58e4dfd0f Refactor: Moved Scrollbar function from imgui.cpp to imgui_widgets.cpp, added file index (#2036) 2018-08-30 21:16:23 +02:00
omar
18d6490dbd Merge branch 'master_164' into viewport_164
# Conflicts:
#	imgui.cpp
2018-08-30 20:36:37 +02:00
omar
346f83e014 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. DONE! (part 9) (#2036, #787) 2018-08-30 19:41:02 +02:00
omar
fefcc77f13 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787) 2018-08-30 19:40:40 +02:00
omar
b6cdfef442 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787) 2018-08-30 19:38:44 +02:00
omar
172e426ba9 Refactor: Internals: Restored new lines in NavUpdate() ... (part 6) (#2036, #787) 2018-08-30 19:36:59 +02:00
omar
f74d9ec7f7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787) 2018-08-30 19:36:40 +02:00
omar
9093166eea Refactor: Internals: Removing new lines from NavUpdate solely because I couldn't find another way to get a neat diff/patch when moving it. (part 4) (#2036, #787) 2018-08-30 19:35:19 +02:00
omar
f5ed5478e1 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (extracted some code out of NavUpdate()). (part 3) (#2036, #787) 2018-08-30 19:35:12 +02:00
omar
9a4234ea8e Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 2) (#2036, #787) 2018-08-30 19:35:06 +02:00
omar
af002dc861 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 1) (#2036, #787) 2018-08-30 19:34:48 +02:00
omar
adeb993122 Refactor: Internals: Moved Logging functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:33:02 +02:00
omar
81bc4265e5 Refactor: Internals: Moved Settings functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:32:52 +02:00
omar
a44c5f7afe Refactor: Internals: Moved various functions in imgui.cpp (#2036) 2018-08-30 19:30:17 +02:00
omar
66b51940bd Refactor: Moved README, ChangeLog, TODO files to docs/ folder + update Changelog. (#2036) 2018-08-30 19:30:10 +02:00
omar
d4e49a2697 Merge commit '2714f8fa23d8ca44e98272baf885d12b5185d084' into viewport_164
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2018-08-30 19:29:46 +02:00
omar
521405488b Refactor: Moved Slider/Drag/Input functions + support DataType stuff from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:21:50 +02:00
omar
24dfa0c957 Refactor: Moved InputText functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:12:33 +02:00
omar
158a65c98f Refactor: Moved ColorEdit/ColorPicker/ColorButton/etc. functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:49 +02:00
omar
6caf074bd5 Refactor: Moved Tree/Selectable functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:42 +02:00
omar
905e14f384 Refactor: Moved Plot/Value functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:36 +02:00
omar
4be79a8955 Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:04 +02:00
omar
2d952504ed Refactor: Moved Combo/ListBox functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:01:05 +02:00
omar
43219d36a6 Refactor: Moved Button/Image/Checkbox/RadioButton/Bullet/ProgressBar functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:00:59 +02:00
omar
99b27488e7 Refactor: Moved Text functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:00:52 +02:00
omar
18972c5513 Refactor: Added imgui_widgets.cpp headers to easily merge in the functions in all our branches. (#2036) 2018-08-30 19:00:42 +02:00
omar
e312363007 Refactor: Added empty imgui_widgets.cpp + updated project files / makefiles etc. accordingly (#2036) 2018-08-30 19:00:33 +02:00
omar
6c34bffbb5 Version 1.64 WIP 2018-08-30 19:00:22 +02:00
omar
36b2f64051 Merge branch 'master' into viewport
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2018-08-29 17:40:52 +02:00
omar
705ff49400 Examples: Vulkan: Viewport: Tweak to improve framerate on multiple-viewport situations, tho it is still halving the unthrottled framerate on nvidia for some reason.. Followup to 4dea032 (#1542) 2018-08-25 21:21:14 +02:00
omar
f81caac459 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-08-25 21:19:42 +02:00
omar
0ada716184 Examples: Viewport: Disabling swap intervals / vsync on secondary context to match what the DX11 bindings is doing. (#1542) 2018-08-25 20:15:18 +02:00
omar
e9c849884a Viewport: Fixed warnings due to bad merge. 2018-08-24 15:42:31 +02:00
omar
a4191857c1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_vulkan.h
#	imgui.cpp
2018-08-22 21:35:44 +02:00
omar
9d7480774f Merge branch 'master' into viewport 2018-08-17 11:37:03 -07:00
omar
5d630c930d Viewport: DestroyPlatformWindows() checks for the bool CreatedPlatformWindow flag correctly. Note that we set CreatedPlatformWindow=true for the main viewport to allow the back-end to store data in the public Viewport structure (for consistency). (#1542) 2018-08-15 16:15:44 -07:00
omar
9852649e97 Viewport: Initial viewport DpiScale only queried on viewport creation. Because AddUpdateViewport() is called repeatedly on MovingWindow or with ImGuiConfigFlags_ViewportsNoMerge, the DpiScale update would break ImGuiConfigFlags_DpiEnableScaleViewports. (#1542) 2018-08-14 19:17:33 -07:00
omar
1722a31155 Viewport: ImGuiWindowFlags_NoFocusOnAppearing affects viewport accordingly. (#1542) 2018-08-14 14:58:19 -07:00
omar
e5f2295398 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-08-13 17:50:48 -07:00
omar
8ef0ca9765 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-08-01 12:27:56 +02:00
omar
c031ea088a Viewport: Fixed an assert on loss of valid mouse position while dragging a tooltip (would happen often when using debugger breakpoint). Not totally sure about best solution, may not be important. 2018-07-31 13:46:37 +02:00
omar
9824bf1ba1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-07-31 12:12:56 +02:00
omar
0095b7a0ea Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-07-26 23:55:23 +02:00
omar
6b4f6cd2c5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-26 19:25:55 +02:00
omar
1b646a4440 Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh 2018-07-26 19:01:51 +02:00
omar
f22024cb19 Internals: Exposed NavScoreItemGetQuadrant() as ImGetDirQuadrantFromDelta() in imgui_internal.h 2018-07-24 16:54:29 +02:00
omar
049c515840 Added non-const ImVec2 [] operator for consistency (and because some docking code needs it.) 2018-07-24 16:54:19 +02:00
omar
352695bc57 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-07-24 16:50:49 +02:00
omar
74077491ce Viewport: Fixed a situation when the implicit Debug window can hold on a zombie viewport which platform window is not properly destroyed. (#1542) 2018-07-22 16:24:06 +02:00
omar
23b67e6ff5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-17 19:52:14 +02:00
omar
7b4fbf4301 Viewport: Removed the need for the back-end to fill io.MousePosViewport, it seems unnecessary at this point. (#1542) 2018-07-17 16:37:10 +02:00
omar
b8b74970d7 Internals: Viewport: Renamed g.MouseRefViewport to g.MouseViewport. (#1542) 2018-07-17 16:04:47 +02:00
omar
defbf1c4b3 Viewport: when moving window we use the moving window viewport unless drag and dropping. This is to fix e.g. IsItemHovered() + Tooltip pattern that may be active while moving a window. (#1542) 2018-07-17 15:56:02 +02:00
omar
16c6734bcb Viewport: Revert part of 7abf72e, the viewport ownership stealing is problematic. (#1542). Will rework in the context of docking. (+1 squashed commits)
+ Fixed unused prototype warning (left-over from a merge)
2018-07-17 15:14:19 +02:00
omar
ee98a069f0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	imgui_demo.cpp
2018-07-16 22:25:36 +02:00
omar
b30b82835a Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2018-07-12 11:48:49 +02:00
omar
d107146687 Viewport: Fixed CTRL+TAB windowing list displaying too many dimming layers (fix dd61c48 for viewport branch) 2018-07-12 11:19:17 +02:00
omar
88df66ec83 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
#	imgui_internal.h
2018-07-12 10:03:18 +02:00
omar
ce18371d1b Internals: Fixed CalcSizeContents() returning negative value on first run (inconsequential afaik, but fixing for sanity) 2018-07-09 21:49:49 +02:00
omar
9dea27b273 Viewport: Made it possible for the moving window to detach and recreate its own Viewport (used by Docking) 2018-07-09 21:18:41 +02:00
omar
140ece0aeb Internals: HoveredWindowUnderMovingWindow special handling for drag and drop of window without altering the _NoInputs window flag, which worked but messed up the IsWindowHovered() user-facing flags. 2018-07-09 21:18:10 +02:00
omar
7abf72ec78 Viewport: Reapply/recover ownership of viewport which is convenient for docking but also can recover from faulty .ini files. (#1542) 2018-07-09 21:13:51 +02:00
omar
574185426c Internals: Misc/shallow merge from Docking branch. 2018-07-09 21:06:46 +02:00
omar
dd61c4802a Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. (#787) 2018-07-09 19:22:49 +02:00
omar
14cef31467 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-09 16:24:01 +02:00
omar
6277781e83 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-08 13:08:16 +02:00
omar
770cba0bd0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
#	imgui_internal.h
2018-07-02 20:13:16 +02:00
omar
c38fe6b0e1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-06-26 12:41:36 +02:00
omar
d3ee3e7ab5 Fixed merge. 2018-06-23 09:39:05 +02:00
omar
ce500f8727 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_win32.cpp
2018-06-22 12:01:42 +02:00
omar
9a5f742e63 Fixed merge. 2018-06-15 19:48:51 +02:00
omar
7e6700d261 Viewport: Fix lagging overlay clipping rectangle on viewport owning window (affecting sync of multi-layered docking overlays). This was extremely tricky to find and fix (*). (#1541)
(*) Merely assigning viewport->Pos = pos in UpdateMovingWindow() broke a series of thing because the code that assign viewports and viewport flags relied on moving window leaving its own viewport the first time to set the NoInputs flag.
2018-06-15 19:40:17 +02:00
omar
c71522adc5 Viewport: Comments. Removed misleading test for !window->ViewportOwned in UpdateSelectWindowViewport(). (#1541) 2018-06-15 19:40:00 +02:00
omar
70b0bd13aa Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	imgui.cpp
#	imgui.h
2018-06-14 15:30:15 +02:00
omar
087ab2acbf Examples: Fixed example vcproj names in Viewport branch. 2018-06-13 15:59:21 +02:00
omar
24aeca3d0c Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	examples/imgui_impl_vulkan.h
#	examples/imgui_impl_win32.cpp
2018-06-12 16:24:24 +02:00
omar
9660657e95 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-06-10 15:59:35 +02:00
omar
13a3a2d0f3 Merge branch 'examples_refactor2' into viewport (#1870)
# Conflicts:
#	examples/README.txt
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl2.cpp
#	examples/imgui_impl_sdl2.h
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_vulkan.h
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/sdl_vulkan_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.cpp
#	imgui.h
2018-06-10 15:04:46 +02:00
omar
ff4f40de41 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-06-08 20:22:07 +02:00
omar
24fc7c30dd Examples: Documentation 2018-06-08 00:00:12 +02:00
omar
06aa9d8d9a Examples: Fixed Makefile, batch files. 2018-06-07 22:30:10 +02:00
omar
8c374512fd Examples, Platform: Removed the call to ImGui::NewFrame() from the platform _NewFrame() function e.g. ImGui_ImplWin32_NewFrame(), ImGui_ImplSDL2_NewFrame(), ImGui_ImplGlfw_NewFrame(), etc. Moved to main.cpp for consistency. (#1542) 2018-06-07 22:10:31 +02:00
omar
77d51ebf24 Examples: Added .. folder in include path to remove the awkward #include "../imgui_impl_xxx.h" statements. 2018-06-07 19:20:04 +02:00
omar
93b032ea92 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
2018-06-05 15:51:52 +02:00
omar
03c8a78f04 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
2018-05-25 12:44:56 +02:00
omar
002e513b82 Added float GetWindowDpiScale(). (#1542, #1676) 2018-05-23 18:25:37 +02:00
omar
ed84b2aaeb Viewport, Platform: Fixed a crash if the back-end set the PlatformRequestMove/PlatformRequestSize flags while viewports were disabled (it happened in the SDL back-end, and generally we want to tolerate it to make back-end implementation simpler). (#1542) 2018-05-23 18:01:50 +02:00
omar
1176460e44 Viewport: Fixed using ImGuiConfigFlags_ViewportsNoMerge always showing the Debug window by testing the Active flag as well. (#1542) 2018-05-19 20:45:49 +02:00
omar
01429e7d16 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
#	imgui.h
2018-05-17 15:03:56 +02:00
omar
4c35e00f49 Viewport: Made GetWindowViewport() not flag the window as written to. 2018-05-16 22:48:54 +02:00
omar
7f960616e0 Viewport: When resizing/moving a window using the host OS/WM we attempt to merge back into host viewport. (#1542) 2018-05-16 14:34:46 +02:00
omar
1cafdb5b46 Viewport: Added GetWindowViewport() to query the current viewport for the current window. Comments. (#1542) 2018-05-15 11:04:07 +02:00
omar
b0fb340b57 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-05-14 13:15:21 +02:00
omar
85f3ba844c Merge branch 'master' into viewport
# Conflicts:
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
#	imgui.h
2018-05-11 22:22:41 +02:00
omar
090eb437ed Viewport, Platform: Cleaned up xxx_UpdateMouseCursor() functions to make them more consistent. (#1542) 2018-05-11 16:41:43 +02:00
omar
d574604a5d Viewport, Platform: Win32: Fixed handling of io.WantSetMousePos + added a bunch of comments. GLFW, SDL2: Added handling of io.WantSetMousePos. (#1542) 2018-05-11 16:41:03 +02:00
omar
6eacddb50f Viewport: Changed Monitor field to use Pos+Size (more consistent), changed FullMin,FullMax to MainPos,MainSize. Made main viewport accessible in PlatformIO on first frame. Fixed casing of ImGuiViewportFlags_TopMost flag. (#1542) 2018-05-10 13:10:04 +02:00
omar
4ff23d3306 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2018-05-07 22:23:58 +02:00
omar
c7687fc1d6 Viewports: Comments on ImGuiConfigFlags_DpiEnableScaleViewports and ImGuiConfigFlags_DpiEnableScaleFonts. (#1542) 2018-05-07 10:44:08 +02:00
omar
c47d34cf70 Viewport: Exposing SetNextWindowViewport(). Used in demo and old/obsolete SetNextWindowPosCenter() (which is an interesting case). Fixed back-end likely crash calling GetFocus() after viewport destruction. Fixed metrics crash. 2018-04-27 15:13:22 +02:00
omar
cd51f37fc0 Viewport, Platform: Refresh monitor list (win32, glfw) + avoid calling GetWindowFocus before platform window creation to not require of backend to null-check things inconsistently. (#1542) 2018-04-26 16:18:47 +02:00
omar
da70c837da Viewport: Removed unnecessary fields (now that the coordinate system is consistent accross viewports): MouseRefPrevViewport, MouseClickedPosViewportId. (#1542) 2018-04-26 15:30:19 +02:00
omar
f1ae07e532 Viewport, Platform: Using Platform_GetWindowFocus to provide a much stronger heuristic of platform z-order, in replacement for when the back-end cannot provide io.MouseHoveredViewport. The pressure for it to work well increased with the use of viewports by popups/menus. (#1542) 2018-04-26 11:52:38 +02:00
omar
d9cd494eaf Viewport: Moved ScaleWindow* code in a proper location. Various comments. 2018-04-25 23:21:26 +02:00
omar
5979233a3c Misc: tweaks + minor changes merged from master to reduce branch drift. Removed code that ended up unused. 2018-04-25 18:23:39 +02:00
omar
0b1d6a0d52 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2018-04-25 18:13:23 +02:00
omar
7b433605f9 Viewport: Avoid creating viewport on drag (fix cc882b0723) 2018-04-25 15:38:32 +02:00
omar
3b9b1956cd Merge branch 'master' into viewport
# Conflicts:
#	examples/allegro5_example/imgui_impl_a5.cpp
#	examples/allegro5_example/imgui_impl_a5.h
#	examples/allegro5_example/imgui_impl_allegro5.cpp
#	examples/allegro5_example/imgui_impl_allegro5.h
#	examples/allegro5_example/main.cpp
#	examples/imgui_impl_allegro5.cpp
#	examples/imgui_impl_allegro5.h
#	imgui.cpp
#	imgui_internal.h
2018-04-25 15:32:04 +02:00
omar
7a41e0b1ea Platform: Added platform_io.Platform_SetWindowFocus, Platform_GetWindowFocus function wrappers (unused yet). Exact specs tbd because our simplified concept of focus doesn't necessary match the more complex OS native concepts. (#1542) 2018-04-25 15:15:14 +02:00
omar
cc882b0723 Viewport: Tidying up AddUpdateViewport() calls. Moved flags argument. Removed extraneous mid-frame call to FindPlatformMonitorFromRect(). (#1542) 2018-04-25 15:14:51 +02:00
omar
6d6580f6be Viewport: Fixed glitches with newly appearing menus creating viewport while the underlying imgui window should be hidden. (#1542) 2018-04-25 11:23:58 +02:00
omar
7684f53328 Viewport: Fixed issues with popups drifting in particular when reference mouse position become invalid (e.g. changing app focus while viewported-menu is open). Storing monitor index in viewport at beginning of the frame. (#1542) 2018-04-25 11:23:58 +02:00
omar
e3e4b7bdf5 Viewport: Fixed mouse hover flicker on mouse button release frame after moving a window. (#1542)
Platform: Clarifying some comments in back-ends.
2018-04-24 17:10:27 +02:00
omar
679f4882a5 Removed presumably obsolete MovingWindow tests which prevent move/merge logic in viewport branch from working in all situations (e.g. docking away when ActiveId is the ID of a tab) 2018-04-24 17:10:26 +02:00
omar
cb78e62df9 Viewport, Platform: Fixed IME positioning for multi-viewport. Moved API from ImGuiIO to ImGuiPlatformIO. Because it is extremely unlikely to people redefined this API manually the moving-forward-breakage is ok. (#1542)
SDL2 ime support under Win32 never worked properly because of SDL interferences.
2018-04-24 12:40:38 +02:00
omar
376f2aec54 Viewport: Clamp windows within monitors + fallback rescue window when it is out of sight (e.g. removed monitor, changed resolution) + Win32: declare primary monitor at the beginning of the list. (#1542) 2018-04-23 23:01:37 +02:00
omar
010757266e Viewports: Todos, Tooltips/menus not automatically forced into their own viewport when the NoMerge flag is set (however the multiplication of viewports makes them more likely to protude and create their own). Win32: try to make primary monitor the first tin the list. (#1542) 2018-04-23 23:00:14 +02:00
omar
d268471285 Viewport: Added ImGuiConfigFlags_ViewportsNoMerge flag (to enforce a platform window for all floating windows) + minor tidying up and addition of non-functional wip code. 2018-04-23 18:56:25 +02:00
omar
423577e14e Viewport, Platforms: SDL: Fixed initial focus click being ignored as a mouse button. GLFW: Fixed mouse cursor support for multi-viewport with GLFW 3.3 (current master) - somehow doesn't appear to work with GLFW 3.2 but I'm not too fussed about it. (#1542) 2018-04-23 16:46:25 +02:00
omar
f1c31ebc67 Viewport: Fixed initial popup positioning not using the monitor area properly. (#1542) 2018-04-23 12:52:01 +02:00
omar
4433ce4312 Viewport, Platform: Added work area in ImGuiPlatformMonitor. Renamed fields. (#1542) 2018-04-23 12:38:20 +02:00
omar
456bbffcc4 Viewport: Switched to using unified platform-absolute mouse coordinates, which simplify lots of problems and simplify/reduce tricky conversions, makes ImVec2 less ambiguous. Fixed various viewport/windowing/popups/synchronization bugs. Settings on host-viewport are stored as relative (made settings decently compatible between viewport enable/disabled settings). Merged ImGuiViewport::Pos and ::PlatformPos. Tweaked thumbnails. Better, smaller code. (#1542) 2018-04-20 21:36:36 +02:00
omar
17a7f352b5 Viewporrt. Examples: DirectX10,11: Make the platform SetWindowSize handler not crash on failure to resize, which could happen (rarely) on invalid data or bug in the code. 2018-04-19 17:23:43 +02:00
omar
637d9c42bf Viewport: WIP for Tooltips, Popups, Menus to create their own viewport. Resizing a window allows it to leave the main viewport. (#1542) 2018-04-19 13:12:02 +02:00
omar
1c385c2ca4 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.cpp
#	imgui_internal.h
2018-04-18 19:06:49 +02:00
omar
25f25d546d Viewport: Fixed manual mouse resize to handle mouse viewport change, which will allow resizing a window while it changes viewport. Releasing manual resize may merge a window. Added ConvertViewportPosToViewportPos() helper. Renamed NewFrameUpdateMovingWindowDropViewport() to UpdateTryMergeWindowIntoHostViewport() and removed the now-unnecessary half of the function. + renaming (#1542) 2018-04-17 23:34:19 +02:00
omar
6ac50634e3 Viewport: Tweaked selection of g.MouseRefViewport, in particular aimed at fixing browsing child-menus while holding mouse buttons with menus in multiple viewports. (#1542) 2018-04-17 18:25:05 +02:00
omar
50e453a3e2 Viewport: Comments, tweaks, renaming. Removed unnecessary stuff. Fixed zealous Clang warning. (#1542) 2018-04-17 18:25:05 +02:00
omar
4649bf042e Viewport: Render: Fix draw list build code to allow child windows to be in a different viewports (which will happen with e.g. extruding menus). (#1542) 2018-04-16 17:12:00 +02:00
omar
2bd0ee27f0 Viewport: Shuffled code in Begin to reset size of reappearing popups prior to selecting viewport, to avoid mistakenly using an old size. Moved code out of UpdateSelectWindowViewport() to the section of Begin where positions is being locked down, to avoid code in-between duplicating this. (#1542) 2018-04-16 17:12:00 +02:00
omar
0d16492eb7 Viewport: Moved ImGuiWindowFlags_FullViewport to an internal ViewportOwned flag. Renamed AddViewport to AddUpdateViewport. (#Viewport: Shuffled code in Begin to reset size of reappearing popups prior to selecting viewport, to avoid mistakenly using an old size. Moved code out of UpdateSelectWindowViewport() to the section of Begin where positions is being locked down, to avoid code in-between duplicating this. (#1542)) 2018-04-16 17:11:59 +02:00
omar
2ae19801a9 Viewport: Remove old code that never worked (testing wrong flag type, always false) + shuffled a few things in Begin() to clarify dependencies. Fixed viewport change on Begin/Begin/End/End patterns. (#1542) 2018-04-16 17:11:59 +02:00
omar
950539b768 Viewport, Platform, DPI: Back-end store per-monitor DPI information in ImGuiPlatformMonitor. (#1542, #1676) 2018-04-13 20:26:36 +02:00
omar
f270d6c52c Viewport: Fix to allow changing/animated window name to be reflected in the OS e.g. task bar, so named documents can appear properly. (#1542) 2018-04-13 16:21:34 +02:00
omar
22d6f00110 Viewport: Fixed DPI changing viewport from interfering with moving another window (disabling code) + metrics crash fix on closed viewport window + Windows 10 call to SetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) for DPI, with no noticeable improvements. (#1542, #1676) 2018-04-13 11:14:06 +02:00
omar
38e357ef10 Viewport: Virtual mouse position are patched immediately when viewports are moved in the virtual space, avoiding interaction glitchs on a resizing frame. (#1542) 2018-04-12 19:57:35 +02:00
omar
0b7f3edc26 Viewport: Debug/metrics tweaks + renaming comments 2018-04-12 19:57:34 +02:00
omar
285269ef55 Viewport, Platform: Added ImGuiViewportFlags_TopMost that will be used by tooltip window (without it, clicking and holding the window emitting the tooltip would move the tooltip to the back) + GLFW backend fixes for non-win32 platforms. (#1542) 2018-04-11 21:27:19 +02:00
omar
e25da4230b Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-04-11 21:25:44 +02:00
omar
8be6f40ae1 Viewport: per-viewport overlay draw list created on demand. With this pattern it'll be easier to consider adding more (e.g. background draw list). (#545) 2018-04-11 21:21:52 +02:00
omar
83bd3595a4 Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542) 2018-04-10 22:58:39 +02:00
omar
32ee0a3947 Viewport, Platform: Added a way to register monitor bounds to imgui so they can be used to clamp individual-viewport tooltips/popups so they don't straddle monitors. (#1542) 2018-04-10 22:32:08 +02:00
omar
7ddc22b326 Viewports, DPI: Renamed config flags. (#1542) 2018-04-10 20:02:43 +02:00
omar
0d5042f0f3 Viewport: Popups, Tooltips can individually request no task bar icons to the platform layer. (#1542) 2018-04-10 19:15:44 +02:00
omar
0eaddb4dcd Viewport: shuffled some code in the UpdateSelectWindowViewport() function. 2018-04-10 18:47:23 +02:00
omar
74a11e2087 Viewport: Merge fix conflicting flags. 2018-04-09 22:15:46 +02:00
omar
d4dd448511 Examples, Platform, Viewport: Fixed inconsistent window ownership issues. Added comments. Made Win32/SDL back-ends track ownership. 2018-04-09 22:01:58 +02:00
omar
56ad2a2d74 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/vulkan_example/main.cpp
#	imgui.h
2018-04-09 19:35:14 +02:00
omar
f421e73b40 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2018-04-06 23:36:23 +02:00
omar
72899318e6 Viewport, Platform, Examples: Added support for transparent window via PlatformIO Platform_SetWindowAlpha (#1542) + fixes for GLFW 3.3 2018-04-05 17:07:46 +02:00
omar
84c6ea0cee Viewport: Comments about honoring ImGuiViewportFlags_NoInputs and MouseHoveredViewport. (#1542) 2018-04-05 12:27:17 +02:00
omar
c23b5463c7 Viewport: Moving a window accross viewports tries to preserve the dragging pivot (that is assuming that the window will be evenly scaled by DPI, aka Style is scaled). (#1542) 2018-04-05 11:40:33 +02:00
omar
9d8bc79025 Viewport: Renamed RenderPlatformWindows() to RenderPlatformWindowsDefault(), tweaked examples and emphasis optional Viewport code path. (#1542) 2018-04-05 11:06:00 +02:00
omar
0cad274b87 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	imgui.cpp
2018-04-04 19:39:42 +02:00
omar
ac8931b2e9 Viewport: Moved OverlayDrawList to be a per-viewport instead of being global + fix overlay clipping glitch during viewport creation frame + support for software mouse cursor stradding over multiple viewport. The overlay draw list move is rather important as draw lists are not shared among viewports anymore and we can do a swap of their data without copying it. (#1542) 2018-03-22 22:09:42 +01:00
omar
4f112f898e Viewport: Avoid modifying MousePos in UpdateWindowViewport just for the sake of docking test, sheering MousePos during the frame is problematic + minor renaming. (#1542) 2018-03-22 21:14:55 +01:00
omar
e5ba982be0 Nav: Fixed a crash with IMGUI_DEBUG_NAV_SCORING enabled + added info to Metrics. 2018-03-21 22:48:23 +01:00
omar
200754b013 Examples: GLFW: Don't alter cursor mode if GLFW_CURSOR input mode is GLFW_CURSOR_DISABLED. (#1202) [@PhilCK] 2018-03-20 22:42:05 +01:00
omar
42ad3c1dd3 Examples: OpenGL2: Added multi-viewport support in the OpenGL2 back-end. (#1542) + Metrics: Fix undisplayed flag. 2018-03-20 22:19:41 +01:00
omar
172570acae Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.h
2018-03-20 22:14:34 +01:00
omar
c29971cf72 Merge branch 'master' into viewport
# Conflicts:
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/vulkan_example/main.cpp
2018-03-20 16:05:31 +01:00
omar
ccc9a22db3 Viewport: Changelog + Internals: Renamed viewport mouse fields for consistency (going to add more). (#1542) 2018-03-19 22:59:55 +01:00
omar
c00523dba4 Viewport: Added extra Metrics and debug features. 2018-03-19 18:07:12 +01:00
omar
9d5ec05150 Viewport, Platform: Update the contents of GetPlatformData() in EndFrame() so back-end can access it even if UpdatePlatformWindows hasn't been called. (#1542) 2018-03-19 17:33:21 +01:00
omar
2fecd332fc Viewport, Platform: Added void* to render/swap buffer functions. Comments. (#1542, #1042) 2018-03-19 15:20:47 +01:00
omar
0e09032750 Viewport, Examples: Renamed types used by examples. (#1542) 2018-03-18 22:19:02 +01:00
omar
46b61427e1 Viewport, Platform: Refactored platform interface. Removed need to use imgui_internal.h in backends. Split viewport into public facing ImGuiViewport and internal structure. Exposing enough data to provide custom tweaked renderers. Renamed handlers, fixed lots of inconsistencies. (#1542, #1042) 2018-03-18 18:44:57 +01:00
omar
bcf4ed28a9 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-03-18 12:51:57 +01:00
omar
6cfc9e6256 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-03-17 21:20:01 +01:00
omar
1ab236d9df Viewport, Platform: Internal renaming to use more consistent (OsDesktopPos > PlatformPos). (#1542) 2018-03-15 20:07:48 +01:00
omar
2e1ac0f683 Viewport, Platform: SDL: Makes the CreateViewport function restore current GL context so in theory it is free from side-effect. That said, it seems like there is a bug in SDL because our CreateViewport (currently in Render(), not for long) have affect a jerky side-effect if SDL_GL_MakeCurrent() is called before Render(). (#1542) 2018-03-15 19:25:23 +01:00
omar
8364d1ca6c Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
omar
09d8943967 Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
omar
6e58a95a01 Viewport, Platform, Examples: Changes to resizing flow + restored support for Platform events affecting the ImGui windows (so Decorated windows are functional). (#1542, #1042) ..
SDL: Added platform move/resize/close support.
GLFW: Added platform move/resize support. Moved Close to use callback for consistency.
Win32:
Vulkan: Fixed resize support.
Naming is WIP "PlatforrmRequestXXX" is too ambiguous. Basically we either have a ImGui->Platform flow or a Platform->ImGui flow. Working a bigger refactor now.
2018-03-15 10:57:22 +01:00
omar
207ad45983 Metrics: Displaying all draw lists of a window (if it uses layer 0 and has already been appended to earlier in the frame). 2018-03-14 17:50:11 +01:00
omar
83ef61fa56 Examples: SDL: Fix for versions olders than 2.0.6 2018-03-14 14:14:16 +01:00
omar
d0e0b106f0 Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542) 2018-03-13 23:16:15 +01:00
omar
98b66a5fc9 Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
omar
921bb92eec Viewport: Fixed software mouse cursor from appearing in all multiple lists simultaneously. (#1542) 2018-03-13 16:20:34 +01:00
omar
c50198debe Viewport: Obsoleted io.DisplayPos (which was a Viewport branch thing), added ImDrawData::DisplayPos, DisplaySize (#1542) wip 2018-03-13 16:20:27 +01:00
omar
6371474031 Viewport: Removed unnecessary function hoop. 2018-03-13 16:20:19 +01:00
omar
8657201257 Merge branch 'master' into viewport 2018-03-13 16:20:02 +01:00
omar
b88492746e Examples, Viewport: Vulkan: Experiment (broken) multi-viewport support, merging code from ParticlePeter branches. (#1542, #1042) 2018-03-12 18:43:25 +01:00
omar
f6fc28dfd2 Merge branch 'master' into viewport (inc Vulkan resize fix merge #1042) 2018-03-12 17:50:32 +01:00
omar
cdeef65b05 Examples: Vulkan: Passing Queue, QueueFamily to binding. Fixed scissor (fixed in master). ImGui_ImplVulkanH_DestroyWindowData() waits for device to be idle. (#1042) 2018-03-12 17:37:28 +01:00
omar
1e81a53e75 Examples: DPI: Minor warning fix. (#1676) 2018-03-12 16:22:24 +01:00
omar
5e63711084 Viewport, DPI: Some early work on per-viewport DPI support. At the moment the easiest way is to replace fonts during the ChangedViewport callback, but down the line we should aim at handling some of it at ImFont level. (#1542, #1676) 2018-03-12 10:31:39 +01:00
omar
a2fbcc9ad4 Examples: DPI: Portable DPI related helpers in the _Win32 examples. Using one in examples's main.cpp, the GetDpiScale functions are not wired anywhere for now. (#1542, #1676) 2018-03-12 10:31:39 +01:00
omar
10030ff3ec Viewport: Fix dropping back viewport not being moved to the front of the window list. (Now that viewport are more tighly coupled to a single root window) (#1542) 2018-03-12 10:31:38 +01:00
omar
648735a4cf Viewport, DPI: Don't activate current window until a viewport has been selected. At this point we'll have the proper size/scale for the current DPI + fix viewport callback when appending to an existing window more than once a frame. (#1542, #1676) 2018-03-12 10:31:38 +01:00
omar
a4629b0b36 Viewport, DPI: Select viewport before locking style sizes and before handling double-click-on-title-bar to collapse. (#1542, #1676) 2018-03-12 10:31:38 +01:00
omar
64cbbed152 Merge branch 'master' into viewport 2018-03-09 10:41:12 +01:00
omar
43f375b2f2 Viewport,Platform: Added GetWindowDpiScale() platform interface, changes of scale are reflected by positioning and resizing windows in their given viewport. (#1542) 2018-03-09 10:40:38 +01:00
omar
1eb89d7e3b Viewport: Changed signature of ResizeViewport to be consistent with other similar functions. 2018-03-08 20:32:34 +01:00
omar
4d46383100 Viewport: Coupling non-main viewport to one window. Viewport name derived from the window. Added ImGuiConfigFlags_PlatformNoTaskBar, off by default (aka re-established task-bars by default for now). (#1542) 2018-03-08 20:27:01 +01:00
omar
aa3fe81c87 Examples: DPI: Hacked in a quick compile-and-run-everywhere call to SetProcessDpiAwareness(), will need to revisit. 2018-03-08 18:46:30 +01:00
omar
9ea16e344a Viewport: Disable extra viewports from hosting other windows. (#1542) 2018-03-07 16:34:18 +01:00
omar
d8719cf59b Fixed warnings. 2018-03-07 14:46:53 +01:00
omar
9dcc07422e Viewport: Reorganized viewport enable flags. Both user + platform + renderer need to enable a flag. (#1542) 2018-03-07 12:35:26 +01:00
omar
52c78820aa Examples: SDL: Fix for pre 2.0.4. 2018-03-07 12:19:19 +01:00
omar
19b92751b9 Examples: Updated Makefile and batch files to work with new examples. Using lowercase "gl.h" as it seems this is what Linux wants. 2018-03-07 12:05:47 +01:00
omar
f318f2d5ea Examples: Added Makefile for SDL+OpenGL2 example. (#1668) 2018-03-07 11:51:41 +01:00
omar
21ff03978a Viewport: Modal display their darkneing/whitening layer over all viewports. (#1542) 2018-03-07 11:36:37 +01:00
omar
25fd9d6132 Viewport: Various sanity fixes. Popup always inherit viewport from their parent for now. (#1542) 2018-03-07 10:50:30 +01:00
omar
3637193556 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.h
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	imgui.cpp
2018-03-06 20:02:40 +01:00
omar
8e3274e137 Viewport: Tracking current viewport we are appending to + added callback in PlatformInterface for DPI purpose (WIP). (#1542) 2018-03-05 22:31:12 +01:00
omar
c4a158656e Merge branch 'master' into viewport
# Conflicts:
#	examples/allegro5_example/main.cpp
#	examples/directx10_example/main.cpp
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/directx9_example/main.cpp
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_vulkan.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.cpp
#	imgui.h
2018-03-03 23:13:31 +01:00
omar
e026c8d3b7 Viewport: Give a chance to platform and renderer to actually destroy their data. Otherwise the regular ImplXXX_Shutdown + following by DestroyContext() order fails to fullifl this. (#1542) 2018-03-03 22:53:31 +01:00
omar
cab41d954e Examples: Vulkan: Further refactor. 2018-03-03 22:38:24 +01:00
omar
e0cbfd74d7 Examples: Vulkan: Moved CreateOrResizeWindowData func to imgui_impl_vulkan.h 2018-03-02 23:59:21 +01:00
omar
426930e028 Examples: Vulkan: Moved main.cpp data structures to imgui_impl_vulkan.h as shared helpers for the benefit of both the example and the platform/viewport renderer interface. 2018-03-02 23:05:23 +01:00
omar
e9fa17e1bf Viewport: Replaced UpdatePlatformWindows/RenderPlatformWindows by RenderAdditionalViewports(). The update is always called in EndFrame(). (#1542) 2018-03-02 22:44:06 +01:00
omar
b807347e94 Viewport: When enabled we assert against using RenderDrawListFn to make user more aware of rendering order. (#1542) 2018-03-02 22:22:14 +01:00
omar
7113fc7dee Examples: Vulkan: Moved variables into per-window data, refactored/tweaks to that the bug functions main.cpp for both SDL and GLFW examples match (they'll probably be moved to imgui_impl_vulkan as helpers). 2018-03-02 21:37:14 +01:00
omar
e0f283cfcb Examples: Vulkan: Fix 7b968b098e 2018-03-02 20:09:21 +01:00
omar
7b968b098e Examples: Vulkan: Reduced duplicate code by skipping present on the first frame. Amend 201d589714 by @ParticlePeter 2018-03-02 20:01:18 +01:00
omar
e927a6ac4a Examples: Vulkan: Various tweak. Misc refactor into per-frame data. Duplicate buffer creation code moved to CreateOrResizeBuffer(). 2018-03-02 19:40:09 +01:00
omar
9da475e4e8 Examples: GLFW, Vulkan: GLFW binding viewport tweaks to supports Vulkan better (do not call SwapBuffer, share context etc.). Added DUMMY (empty) platform/viewport interface in the viewport code. 2018-03-02 19:24:24 +01:00
omar
5b282bdd48 Examples: Renamed glfw error callback so it's more clear what it is. 2018-03-02 19:24:23 +01:00
omar
fc80f2b41a Merge branch 'examples_refactor' into viewport
# Conflicts:
#	examples/directx10_example/main.cpp
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/sdl_vulkan_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.h
2018-03-01 23:27:11 +01:00
omar
68e9ef9885 Examples: Vulkan: SDL: Fixed missing resize handler (not properly merged from #1367) + tweaks. 2018-03-01 23:22:02 +01:00
omar
296db2ed33 Examples: Vulkan: Moved code into shared helpers: ImGui_ImplVulkan_SelectSurfaceFormat, ImGui_ImplVulkan_SelectPresentMode. 2018-03-01 23:22:02 +01:00
omar
3171d61dfc Examples: Vulkan: Various tweaks to name variable more consistently like Vulkan + a few comments + a few imgui style code compaction. 2018-03-01 23:22:01 +01:00
omar
00b9e70ba2 Viewport: Always be lenient with invalid mouse position during dragging, since they are provided by back-end and technically acceptable inputs + comments. (#1542) 2018-03-01 20:19:36 +01:00
omar
57e9f61852 Examples: Vulkan: Debug report tweak + always enable in Debug build. 2018-03-01 18:59:07 +01:00
omar
cf365ed00b Examples: Fixed enabling IMGUI_VULKAN_DEBUG_REPORT which was broken during refactor because of duplicate 'extensions' local variable. 2018-03-01 18:41:19 +01:00
omar
d98a5d54aa Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 19:03:39 +01:00
omar
8074d56bdd Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 18:58:34 +01:00
omar
fc3c3de70d Examples: DX10: Multi viewport/platform support (based on DX11 version). (#1542) 2018-02-28 18:35:16 +01:00
omar
997d1bd0eb Examples: NULL pointers for consistency. 2018-02-27 23:34:28 +01:00
omar
baef79415b Examples: DX12: Empty skeleton toward implementing the multi-viewport api for DirectX12. (WIP/test API) (#1542, #301) 2018-02-27 23:34:28 +01:00
omar
cb601d79e8 Examples: SDL: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542)
ImGui_ImplSDL2_Init() now takes a SDL GL context.
2018-02-27 23:34:27 +01:00
omar
4cee46f909 Examples: GLFW + OpenGL3: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542) 2018-02-27 23:27:41 +01:00
omar
25349b31d7 Examples: DX11 + Win32: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542) 2018-02-27 23:26:51 +01:00
omar
735267d27c Viewport: Initial viewport branch+ platform api commit (squashed from previous commits, still very WIP) (#1542) 2018-02-27 23:25:39 +01:00
omar
b5ced477f4 Metrics: Added option to show begin order, useful for debugging. 2018-02-27 23:02:50 +01:00
omar
67319a71e5 Internal: Minor renaming. 2018-02-27 22:58:27 +01:00
omar
184a6f1198 Internals: Moving window: test mouse validity while translating window + using SetWindowPos(). 2018-02-27 22:56:22 +01:00
omar
b32bb4e6e3 Removed DisplayVisibleMin/DisplayVisibleMax facility (as part of # 1542). Misc comments. 2018-02-27 22:55:18 +01:00
omar
0e62b7d68a Clearing next window data at the end of Begin() more reliably. Misc comments. 2018-02-27 22:47:45 +01:00
omar
a761779b12 Internals: Settings: Added ReadCloseFn to allow handlers to sanitize data on a per-entry basis. 2018-02-27 22:32:45 +01:00
omar
29510fcb83 Examples: Misc tweaks/fixes. 2018-02-27 10:29:37 +01:00
omar
3f335b0d42 Merge branch 'master' into examples_refactor
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
2018-02-26 18:22:36 +01:00
omar
ffda84cfae Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp 2018-02-23 10:56:06 +01:00
omar
e6bc840f6f Merge branch 'master' into examples_refactor 2018-02-23 10:47:32 +01:00
omar
0b26387a2b Simplified .gitignore list 2018-02-21 23:14:55 +01:00
omar
f7ef10e547 Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
omar
91cadc1130 Merge branch 'master' into examples_refactor 2018-02-21 22:47:03 +01:00
omar
47d1360124 Examples: Using SDL2_DIR instead of SDL_DIR (more standard). 2018-02-21 22:41:46 +01:00
omar
f67699456c Examples: Added SDL+Vulkan example, the abstraction worked here :) (ref #1367) 2018-02-21 22:41:04 +01:00
omar
387f724d33 Examples: Vulkan: Formatting and tweaks (to match SDL's main). 2018-02-21 22:39:49 +01:00
omar
bcdfd5d61c Merge branch 'master' into examples_refactor 2018-02-20 16:18:02 +01:00
omar
e660d92fa5 Examples: GLFW: Added mouse cursors support (#1495) 2018-02-19 22:29:52 +01:00
omar
9fdf72e42b Examples: WIn32: Prefixing every Win32 function calls with :: to denote global namespace in a consistent manner. 2018-02-18 21:23:11 +01:00
omar
df9051ded2 Examples: Vulkan: Added support for io.DisplayPos. 2018-02-18 21:15:51 +01:00
omar
230c5ca735 Examples: Vulkan: Fixed GLFW calls. 2018-02-18 21:15:41 +01:00
omar
3bd3693fb7 Examples: DirectX10, DirectX11, OpenGL2, OpenGL3: Added support for io.DisplayPos. 2018-02-18 21:09:28 +01:00
omar
45cbebad64 Added dummy io.DisplayPos field. 2018-02-18 21:04:17 +01:00
omar
6d0f9244b8 Examples: Allegro5, Marmalade: Moved bindings to parent folder. Renamed Allegro stuff from *A5_ to *Allegro5_ 2018-02-18 20:26:20 +01:00
omar
80a8aea7e3 Examples: Added SDL, Vulkan examples to .sln file. 2018-02-18 20:26:20 +01:00
omar
4f0db01f7c Examples: DirectX9: Reusing imgui_impl_win32, removed that code from imgui_impl_dx9 2018-02-18 20:26:20 +01:00
omar
6cd4e30b58 Examples: DirectX10: Reusing imgui_impl_win32, removed that code from imgui_impl_dx10 2018-02-18 20:26:20 +01:00
omar
19540479d4 Examples: DirectX11: Extracted imgui_impl_dx11.* instead imgui_impl_dx11 and imgui_impl_win32 2018-02-18 20:26:20 +01:00
omar
90dffb5a06 Examples: Vulkan: Extracted into imgui_impl_vulkan.*, reused imgui_impl_glfw* files. 2018-02-18 20:26:20 +01:00
omar
ef521d1e0b Examples: SDL: Extracted into imgui_impl_sdl.*, reused imgui_impl_opengl* files. 2018-02-18 20:26:20 +01:00
omar
42c32bf00c Examples: OpenGL2, OpenGL3: Added glPixelStorei() calls borrowed from SDL examples. 2018-02-18 20:26:20 +01:00
omar
c8a9969511 Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw 2018-02-18 20:26:20 +01:00
omar
b0a8734c92 Examples: GLFW+GL3: Split imgui_impl_glfw_gl3 into imgui_impl_glfw and imgui_impl_gl3 (wip) 2018-02-18 20:26:19 +01:00
omar
8d0723c2c3 ImFontAtlas: Added IsBuilt() helper. 2018-02-18 20:26:19 +01:00
296 changed files with 93338 additions and 34945 deletions

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# editorconfig.org
# See http://editorconfig.org to read about the EditorConfig format.
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
# - Suggest installing this to trim whitespaces:
# GitHub https://github.com/madskristensen/TrailingWhitespace
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
# (in spite of its name doesn't only visualize but also trims)
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true

30
.gitattributes vendored Normal file
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@@ -0,0 +1,30 @@
* text=auto
*.c text
*.cpp text
*.h text
*.m text
*.mm text
*.md text
*.txt text
*.html text
*.bat text
*.frag text
*.vert text
*.mkb text
*.icf text
*.sln text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.natvis text eol=crlf
Makefile text eol=lf
*.sh text eol=lf
*.pbxproj text eol=lf
*.storyboard text eol=lf
*.plist text eol=lf
*.png binary
*.ttf binary
*.lib binary

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.github/FUNDING.yml vendored Normal file
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custom: ['https://github.com/ocornut/imgui/wiki/Funding']

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.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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blank_issues_enabled: false

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name: "Ask a question, report a bug, request a feature, etc."
description: "Ask any question, discuss best practices, report a bug, request a feature."
body:
- type: markdown
attributes:
value: |
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
**If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch.
- type: markdown
attributes:
value: |
**Prerequisites:**
- I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
- I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
- I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
----
- type: input
id: specs_version
attributes:
label: "Version/Branch of Dear ImGui:"
description: "(please specify if you have made substantial modifications to your copy)"
value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
validations:
required: true
- type: input
id: specs_backend
attributes:
label: "Back-ends:"
description: (or specify when using custom engine/back-ends)
value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a"
validations:
required: true
- type: input
id: specs_compiler_os
attributes:
label: "Compiler, OS:"
placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
validations:
required: true
- type: textarea
id: specs_full
attributes:
label: "Full config/build information:"
placeholder: |
(If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
validations:
required: false
- type: textarea
id: issue_description
attributes:
label: "Details:"
description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
value: |
**My Issue/Question:**
XXX _(please provide as much context as possible)_
validations:
required: true
- type: textarea
id: screenshots
attributes:
label: "Screenshots/Video:"
description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
placeholder: "(You can drag files here)"
validations:
required: false
- type: textarea
id: repro_code
attributes:
label: "Minimal, Complete and Verifiable Example code:"
description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
value: |
```cpp
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
validations:
required: false
- type: markdown
attributes:
value: |
Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!

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.github/pull_request_template.md vendored Normal file
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(Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
2. Make sure you're using a special branch just for this pull request. (Sometimes people unknowingly use a default branch, then later update that branch, which updates the pull request with the other changes if it hasn't been merged yet.)
3. Clear this template before submitting your PR.

608
.github/workflows/build.yml vendored Normal file
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name: build
on:
push:
pull_request:
workflow_run:
# Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
- manual
branches:
- master
- docking
types:
- requested
jobs:
Windows:
runs-on: windows-2025
env:
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@v4
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.32.8-VC.zip" -OutFile "SDL2-devel-2.32.8-VC.zip"
Expand-Archive -Path SDL2-devel-2.32.8-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.32.8-VC\SDL2-2.32.8\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL3-devel-3.2.18-VC.zip" -OutFile "SDL3-devel-3.2.18-VC.zip"
Expand-Archive -Path SDL3-devel-3.2.18-VC.zip
echo "SDL3_DIR=$(pwd)\SDL3-devel-3.2.18-VC\SDL3-3.2.18\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
- name: Fix Projects
shell: powershell
run: |
# CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
gci -recurse -filter "*.vcxproj" | ForEach-Object {
(Get-Content $_.FullName) -Replace "<PlatformToolset>v\d{3}</PlatformToolset>","<PlatformToolset>v143</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>[\d\.]+</WindowsTargetPlatformVersion>",'<WindowsTargetPlatformVersion>$(LatestTargetPlatformVersion)</WindowsTargetPlatformVersion>' | Set-Content -Path $_.FullName
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
- name: Build example_null (extra warnings, mingw 64-bit)
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (mingw 64-bit, as DLL)
shell: bash
run: |
echo '#define IMGUI_API __declspec(dllexport)' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
g++ -I. -Wall -Wformat -DIMGUI_API='__declspec(dllimport)' -o example_null.exe examples/example_null/main.cpp -L. -limgui
rm -f example_null.exe libimgui.* example_single_file.*
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
.\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_WIN32_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (as DLL)
shell: cmd
run: |
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
echo #define IMGUI_API __declspec(dllexport) > example_single_file.cpp
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /DIMGUI_API=__declspec(dllimport) /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
# 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
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl2_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- 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'
- name: Build Win32 example_sdl3_sdlgpu3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_sdlrenderer3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
# Windows 64-bits
- name: Build Win64 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- 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'
- name: Build Win64 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_sdl2_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_sdl2_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- 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'
- name: Build Win64 example_sdl3_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_sdl3_sdlgpu3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_sdl3_sdlrenderer3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_sdl3_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_win32_directx12
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, gcc 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, empty IM_ASSERT)
run: |
cat > example_single_file.cpp <<'EOF'
#define IM_ASSERT(x)
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
- name: Build example_null (freetype)
run: |
make -C examples/example_null clean
make -C examples/example_null WITH_FREETYPE=1
- name: Build example_null (single file build)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_USE_WCHAR32
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
run: |
cat > example_single_file.cpp <<'EOF'
#define ImTextureID void*
#define ImDrawIdx unsigned int
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with C++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_DEMO_WINDOWS
#define IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
cat > example_single_file.cpp <<'EOF'
struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
struct MyVec4 { float x; float y; float z; float w;
MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x, y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x, y, z, w); }
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (C++26, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
brew install glfw3 sdl2 sdl3
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (single file build, c++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run'
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal
- name: Build example_sdl2_metal
run: make -C examples/example_sdl2_metal
- name: Build example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3
- name: Build example_sdl3_opengl3
run: make -C examples/example_sdl3_opengl3
- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
- name: Build example_apple_opengl2
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Build example_apple_metal
run: |
# Code signing is required, but we disable it because it is irrelevant for CI builds.
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
tar -xvf master.tar.gz
emsdk-master/emsdk update
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
sudo apt-get install build-essential
- name: Build example_sdl2_opengl3 with Emscripten
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
# This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_glfw_wgpu -f Makefile.emscripten
# This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3)
# This ensures 2 things: the CMake build works, and the GLFW contrib port is tested
- name: Build example_glfw_wgpu with Emscripten/CMake
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
emcc -v
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
cmake --build build
Android:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Build example_android_opengl3
run: |
cd examples/example_android_opengl3/android
gradle assembleDebug --stacktrace

12
.github/workflows/manual.yml vendored Normal file
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#
# This is a dummy workflow used to trigger full builds manually.
#
name: manual
on: workflow_dispatch
jobs:
manual:
runs-on: ubuntu-latest
steps:
- run: exit 0

15
.github/workflows/scheduled.yml vendored Normal file
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@@ -0,0 +1,15 @@
#
# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
# workflow to avoid daily builds of inactive repositories.
#
name: scheduled
on:
schedule:
- cron: '0 9 * * *'
jobs:
scheduled:
runs-on: ubuntu-latest
steps:
- run: exit 0

46
.github/workflows/static-analysis.yml vendored Normal file
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name: static-analysis
on:
workflow_run:
# Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
workflows:
- build
types:
- requested
jobs:
PVS-Studio:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 1
- name: Install Dependencies
env:
# The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
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.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
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log

75
.gitignore vendored Normal file
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## OSX artifacts
.DS_Store
## Dear ImGui artifacts
imgui.ini
imgui*.ini
## General build artifacts
*.o
*.obj
*.exe
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
## Visual Studio artifacts
.vs
ipch
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
JSON/
## Commonly used CMake directories & CMake CPM cache
build*/
.cache
## Xcode & macOS artifacts
project.xcworkspace
xcuserdata
examples/*/*.dSYM
## Emscripten artifacts
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/*
## JetBrains IDE artifacts
.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
examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glfw_vulkan/example_glfw_vulkan
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl2_opengl2/example_sdl2_opengl2
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_opengl3/example_sdl3_opengl3
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
examples/example_sdl3_vulkan/example_sdl3_vulkan

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@@ -1,34 +0,0 @@
language: cpp
sudo: required
dist: trusty
os:
- linux
- osx
compiler:
- gcc
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then
sudo apt-get update -qq;
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
sudo make -j $CPU_NUM install && cd ..;
fi
- if [ $TRAVIS_OS_NAME == osx ]; then
brew update;
brew install glfw3;
brew install sdl2;
fi
script:
- make -C examples/example_glfw_opengl2
- make -C examples/example_glfw_opengl3
- make -C examples/example_sdl_opengl3
- if [ $TRAVIS_OS_NAME == osx ]; then
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
fi

View File

@@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2019 Omar Cornut
Copyright (c) 2014-2025 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@@ -0,0 +1,695 @@
// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [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.
// [ ] 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.
// 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)
// 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.
// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
// 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
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-11-30: Platform: Added touchscreen support.
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_allegro5.h"
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
// Allegro
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Consider inlining al_map_rgba()?
// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
// Allegro Data
struct ImGui_ImplAllegro5_Data
{
ALLEGRO_DISPLAY* Display;
ALLEGRO_BITMAP* Texture;
double Time;
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGuiMouseCursor LastCursor;
ImVector<ImDrawVertAllegro> BufVertices;
ImVector<int> BufIndices;
ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
// Setup blending
al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
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;
ALLEGRO_TRANSFORM transform;
al_identity_transform(&transform);
al_use_transform(&transform);
al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
al_use_projection_transform(&transform);
}
}
// Render function.
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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_ImplAllegro5_UpdateTexture(tex);
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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;
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
int last_blender_op, last_blender_src, last_blender_dst;
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
// Setup desired render state
ImGui_ImplAllegro5_SetupRenderState(draw_data);
// Render command lists
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(draw_list->VtxBuffer.Size);
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
const ImDrawVert* src_v = &draw_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
const int* indices = nullptr;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Allegro doesn't support 16-bit indices.
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
bd->BufIndices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)draw_list->IdxBuffer.Data;
}
#else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; i++)
{
const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
#endif
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
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()
// (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);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle, Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#else
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#endif
}
}
}
// Restore modified Allegro state
al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
al_use_transform(&last_transform);
al_use_projection_transform(&last_projection_transform);
}
bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
}
void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
{
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);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
const int new_bitmap_flags = al_get_new_bitmap_flags();
int new_bitmap_format = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height);
IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!");
// Upload pixels
ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!");
memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes());
al_unlock_bitmap(cpu_bitmap);
// Convert software texture to hardware texture.
al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ANY_32_WITH_ALPHA);
ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap);
al_destroy_bitmap(cpu_bitmap);
IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!");
al_set_new_bitmap_flags(new_bitmap_flags);
al_set_new_bitmap_format(new_bitmap_format);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap);
tex->SetStatus(ImTextureStatus_OK);
}
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.
ImTextureRect r = tex->UpdateRect; // Bounding box encompassing all individual updates
ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r.x, r.y, r.w, r.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
IM_ASSERT(locked_region && "Backend failed to update texture!");
for (int y = 0; y < r.h; y++)
memcpy((unsigned char*)locked_region->data + locked_region->pitch * y, tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // dst, src, block pitch
al_unlock_bitmap(gpu_bitmap);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
if (backend_tex)
al_destroy_bitmap(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplAllegro5_UpdateTexture(tex);
}
// Destroy mouse cursor
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = nullptr;
}
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code);
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
case ALLEGRO_KEY_END: return ImGuiKey_End;
case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
case ALLEGRO_KEY_0: return ImGuiKey_0;
case ALLEGRO_KEY_1: return ImGuiKey_1;
case ALLEGRO_KEY_2: return ImGuiKey_2;
case ALLEGRO_KEY_3: return ImGuiKey_3;
case ALLEGRO_KEY_4: return ImGuiKey_4;
case ALLEGRO_KEY_5: return ImGuiKey_5;
case ALLEGRO_KEY_6: return ImGuiKey_6;
case ALLEGRO_KEY_7: return ImGuiKey_7;
case ALLEGRO_KEY_8: return ImGuiKey_8;
case ALLEGRO_KEY_9: return ImGuiKey_9;
case ALLEGRO_KEY_A: return ImGuiKey_A;
case ALLEGRO_KEY_B: return ImGuiKey_B;
case ALLEGRO_KEY_C: return ImGuiKey_C;
case ALLEGRO_KEY_D: return ImGuiKey_D;
case ALLEGRO_KEY_E: return ImGuiKey_E;
case ALLEGRO_KEY_F: return ImGuiKey_F;
case ALLEGRO_KEY_G: return ImGuiKey_G;
case ALLEGRO_KEY_H: return ImGuiKey_H;
case ALLEGRO_KEY_I: return ImGuiKey_I;
case ALLEGRO_KEY_J: return ImGuiKey_J;
case ALLEGRO_KEY_K: return ImGuiKey_K;
case ALLEGRO_KEY_L: return ImGuiKey_L;
case ALLEGRO_KEY_M: return ImGuiKey_M;
case ALLEGRO_KEY_N: return ImGuiKey_N;
case ALLEGRO_KEY_O: return ImGuiKey_O;
case ALLEGRO_KEY_P: return ImGuiKey_P;
case ALLEGRO_KEY_Q: return ImGuiKey_Q;
case ALLEGRO_KEY_R: return ImGuiKey_R;
case ALLEGRO_KEY_S: return ImGuiKey_S;
case ALLEGRO_KEY_T: return ImGuiKey_T;
case ALLEGRO_KEY_U: return ImGuiKey_U;
case ALLEGRO_KEY_V: return ImGuiKey_V;
case ALLEGRO_KEY_W: return ImGuiKey_W;
case ALLEGRO_KEY_X: return ImGuiKey_X;
case ALLEGRO_KEY_Y: return ImGuiKey_Y;
case ALLEGRO_KEY_Z: return ImGuiKey_Z;
case ALLEGRO_KEY_F1: return ImGuiKey_F1;
case ALLEGRO_KEY_F2: return ImGuiKey_F2;
case ALLEGRO_KEY_F3: return ImGuiKey_F3;
case ALLEGRO_KEY_F4: return ImGuiKey_F4;
case ALLEGRO_KEY_F5: return ImGuiKey_F5;
case ALLEGRO_KEY_F6: return ImGuiKey_F6;
case ALLEGRO_KEY_F7: return ImGuiKey_F7;
case ALLEGRO_KEY_F8: return ImGuiKey_F8;
case ALLEGRO_KEY_F9: return ImGuiKey_F9;
case ALLEGRO_KEY_F10: return ImGuiKey_F10;
case ALLEGRO_KEY_F11: return ImGuiKey_F11;
case ALLEGRO_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
ImGui_ImplAllegro5_SetDisplay(display);
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif
return true;
}
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_InvalidateDeviceObjects();
if (bd->VertexDecl)
al_destroy_vertex_decl(bd->VertexDecl);
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
bd->Display = display;
if (bd->VertexDecl)
{
al_destroy_vertex_decl(bd->VertexDecl);
bd->VertexDecl = NULL;
}
if (bd->Display && !bd->VertexDecl)
{
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
}
}
// ev->keyboard.modifiers seems always zero so using that...
static void ImGui_ImplAllegro5_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
}
// 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.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
if (ev->mouse.display == bd->Display)
{
io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
}
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
if (ev->touch.display == bd->Display)
io.AddMousePosEvent(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
if (ev->touch.display == bd->Display && ev->touch.primary)
io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
if (ev->mouse.display == bd->Display)
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == bd->Display)
if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == bd->Display)
{
ImGui_ImplAllegro5_UpdateKeyModifiers();
ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
}
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (ev->display.source == bd->Display)
io.AddFocusEvent(false);
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
if (ev->display.source == bd->Display)
{
io.AddFocusEvent(true);
#if defined(ALLEGRO_UNSTABLE)
al_clear_keyboard_state(bd->Display);
#endif
}
return true;
}
return false;
}
static void ImGui_ImplAllegro5_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
// Hide OS mouse cursor if imgui is drawing it
if (io.MouseDrawCursor)
imgui_cursor = ImGuiMouseCursor_None;
if (bd->LastCursor == imgui_cursor)
return;
bd->LastCursor = imgui_cursor;
if (imgui_cursor == ImGuiMouseCursor_None)
{
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
switch (imgui_cursor)
{
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break;
case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(bd->Display, cursor_id);
}
}
void ImGui_ImplAllegro5_NewFrame()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->MouseCursorInvisible)
ImGui_ImplAllegro5_CreateDeviceObjects();
// Setup display size (every frame to accommodate for window resizing)
ImGuiIO& io = ImGui::GetIO();
int w, h;
w = al_get_display_width(bd->Display);
h = al_get_display_height(bd->Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
// Allegro 5 doesn't receive PrintScreen under Windows
#ifdef _WIN32
io.AddKeyEvent(ImGuiKey_PrintScreen, (::GetAsyncKeyState(VK_SNAPSHOT) & 0x8000) != 0);
#endif
// Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [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.
// [ ] 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.
// 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
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [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 AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] 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)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// 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)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-03-04: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h"
#include <time.h>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>
// Android data
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
{
switch (key_code)
{
case AKEYCODE_TAB: return ImGuiKey_Tab;
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
case AKEYCODE_MOVE_END: return ImGuiKey_End;
case AKEYCODE_INSERT: return ImGuiKey_Insert;
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
case AKEYCODE_DEL: return ImGuiKey_Backspace;
case AKEYCODE_SPACE: return ImGuiKey_Space;
case AKEYCODE_ENTER: return ImGuiKey_Enter;
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case AKEYCODE_COMMA: return ImGuiKey_Comma;
case AKEYCODE_MINUS: return ImGuiKey_Minus;
case AKEYCODE_PERIOD: return ImGuiKey_Period;
case AKEYCODE_SLASH: return ImGuiKey_Slash;
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
case AKEYCODE_BREAK: return ImGuiKey_Pause;
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
case AKEYCODE_MENU: return ImGuiKey_Menu;
case AKEYCODE_0: return ImGuiKey_0;
case AKEYCODE_1: return ImGuiKey_1;
case AKEYCODE_2: return ImGuiKey_2;
case AKEYCODE_3: return ImGuiKey_3;
case AKEYCODE_4: return ImGuiKey_4;
case AKEYCODE_5: return ImGuiKey_5;
case AKEYCODE_6: return ImGuiKey_6;
case AKEYCODE_7: return ImGuiKey_7;
case AKEYCODE_8: return ImGuiKey_8;
case AKEYCODE_9: return ImGuiKey_9;
case AKEYCODE_A: return ImGuiKey_A;
case AKEYCODE_B: return ImGuiKey_B;
case AKEYCODE_C: return ImGuiKey_C;
case AKEYCODE_D: return ImGuiKey_D;
case AKEYCODE_E: return ImGuiKey_E;
case AKEYCODE_F: return ImGuiKey_F;
case AKEYCODE_G: return ImGuiKey_G;
case AKEYCODE_H: return ImGuiKey_H;
case AKEYCODE_I: return ImGuiKey_I;
case AKEYCODE_J: return ImGuiKey_J;
case AKEYCODE_K: return ImGuiKey_K;
case AKEYCODE_L: return ImGuiKey_L;
case AKEYCODE_M: return ImGuiKey_M;
case AKEYCODE_N: return ImGuiKey_N;
case AKEYCODE_O: return ImGuiKey_O;
case AKEYCODE_P: return ImGuiKey_P;
case AKEYCODE_Q: return ImGuiKey_Q;
case AKEYCODE_R: return ImGuiKey_R;
case AKEYCODE_S: return ImGuiKey_S;
case AKEYCODE_T: return ImGuiKey_T;
case AKEYCODE_U: return ImGuiKey_U;
case AKEYCODE_V: return ImGuiKey_V;
case AKEYCODE_W: return ImGuiKey_W;
case AKEYCODE_X: return ImGuiKey_X;
case AKEYCODE_Y: return ImGuiKey_Y;
case AKEYCODE_Z: return ImGuiKey_Z;
case AKEYCODE_F1: return ImGuiKey_F1;
case AKEYCODE_F2: return ImGuiKey_F2;
case AKEYCODE_F3: return ImGuiKey_F3;
case AKEYCODE_F4: return ImGuiKey_F4;
case AKEYCODE_F5: return ImGuiKey_F5;
case AKEYCODE_F6: return ImGuiKey_F6;
case AKEYCODE_F7: return ImGuiKey_F7;
case AKEYCODE_F8: return ImGuiKey_F8;
case AKEYCODE_F9: return ImGuiKey_F9;
case AKEYCODE_F10: return ImGuiKey_F10;
case AKEYCODE_F11: return ImGuiKey_F11;
case AKEYCODE_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
{
ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(input_event);
switch (event_type)
{
case AINPUT_EVENT_TYPE_KEY:
{
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
int32_t event_action = AKeyEvent_getAction(input_event);
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0);
switch (event_action)
{
// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
{
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
if (key != ImGuiKey_None)
{
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
}
break;
}
default:
break;
}
break;
}
case AINPUT_EVENT_TYPE_MOTION:
{
int32_t event_action = AMotionEvent_getAction(input_event);
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
event_action &= AMOTION_EVENT_ACTION_MASK;
switch (AMotionEvent_getToolType(input_event, event_pointer_index))
{
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
break;
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
case AMOTION_EVENT_TOOL_TYPE_ERASER:
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
break;
case AMOTION_EVENT_TOOL_TYPE_FINGER:
default:
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
break;
}
switch (event_action)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
{
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
{
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
}
break;
}
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{
int32_t button_state = AMotionEvent_getButtonState(input_event);
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
break;
}
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
break;
case AMOTION_EVENT_ACTION_SCROLL:
io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
break;
default:
break;
}
}
return 1;
default:
break;
}
return 0;
}
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_Time = 0.0;
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_android";
return true;
}
void ImGui_ImplAndroid_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
int display_width = window_width;
int display_height = window_height;
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
if (window_width > 0 && window_height > 0)
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
// Setup time step
struct timespec current_timespec;
clock_gettime(CLOCK_MONOTONIC, &current_timespec);
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [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 AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] 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)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// 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
struct ANativeWindow;
struct AInputEvent;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [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.
// 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)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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).
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h"
// DirectX
#include <stdio.h>
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX10 data
struct ImGui_ImplDX10_Texture
{
ID3D10Texture2D* pTexture;
ID3D10ShaderResourceView* pTextureView;
};
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
IDXGIFactory* pFactory;
ID3D10Buffer* pVB;
ID3D10Buffer* pIB;
ID3D10VertexShader* pVertexShader;
ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX10
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
D3D10_VIEWPORT vp = {};
vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device->RSSetViewports(1, &vp);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
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 mvp[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, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
bd->pVertexConstantBuffer->Unmap();
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device->IASetInputLayout(bd->pInputLayout);
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device->VSSetShader(bd->pVertexShader);
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device->PSSetShader(bd->pPixelShader);
device->PSSetSamplers(0, 1, &bd->pFontSampler);
device->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* device = bd->pd3dDevice;
// 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_ImplDX10_UpdateTexture(tex);
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 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;
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
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)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->Unmap();
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D10RasterizerState* RS;
ID3D10BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D10DepthStencilState* DepthStencilState;
ID3D10ShaderResourceView* PSShaderResource;
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
ID3D10VertexShader* VS;
ID3D10GeometryShader* GS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout;
};
BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
device->PSGetShader(&old.PS);
device->VSGetShader(&old.VS);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, device);
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);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
backend_tex->pTexture->Release();
backend_tex->pTextureView->Release();
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_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);
unsigned int* pixels = (unsigned int*)tex->GetPixels();
ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
// Create texture
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)tex->Width;
desc.Height = (UINT)tex->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
ZeroMemory(&srv_desc, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = 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.
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
for (ImTextureRect& r : tex->Updates)
{
D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplDX10_DestroyTexture(tex);
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D10_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D10_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.BlendEnable[0] = true;
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD;
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D10_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D10_FILL_SOLID;
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
return true;
}
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX10_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_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;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
ImGui_ImplDX10_InitMultiViewportSupport();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
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 | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pVertexShader)
if (!ImGui_ImplDX10_CreateDeviceObjects())
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);
// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_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

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// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [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.
// 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
struct ID3D10Device;
struct ID3D10SamplerState;
struct ID3D10Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerDefault;
ID3D10Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: 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.
// 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)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX11 data
struct ImGui_ImplDX11_Texture
{
ID3D11Texture2D* pTexture;
ID3D11ShaderResourceView* pTextureView;
};
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp = {};
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device_ctx->RSSetViewports(1, &vp);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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 mvp[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, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device_ctx->IASetInputLayout(bd->pInputLayout);
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
device_ctx->GSSetShader(nullptr, nullptr, 0);
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device_ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
// 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_ImplDX11_UpdateTexture(tex);
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 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;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
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)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, device);
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);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
backend_tex->pTextureView->Release();
backend_tex->pTexture->Release();
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_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);
unsigned int* pixels = (unsigned int*)tex->GetPixels();
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)tex->Width;
desc.Height = (UINT)tex->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = 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.
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
for (ImTextureRect& r : tex->Updates)
{
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplDX11_DestroyTexture(tex);
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX11_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_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;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
ImGui_ImplDX11_InitMultiViewportSupport();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownMultiViewportSupport();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pVertexShader)
if (!ImGui_ImplDX11_CreateDeviceObjects())
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));
// 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;
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

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// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: 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.
// 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
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
struct ID3D11Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' 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: 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/
// 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
#include <dxgiformat.h> // DXGI_FORMAT
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
// Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo
{
ID3D12Device* Device;
ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
int NumFramesInFlight;
DXGI_FORMAT RTVFormat; // RenderTarget format.
DXGI_FORMAT DSVFormat; // DepthStencilView format.
void* UserData;
// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
ID3D12DescriptorHeap* SrvDescriptorHeap;
void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
#endif
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device* Device;
ID3D12GraphicsCommandList* CommandList;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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: 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.
// 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)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// DirectX
#include <d3d9.h>
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
int VertexBufferSize;
int IndexBufferSize;
bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
#else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
device->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
device->SetPixelShader(nullptr);
device->SetVertexShader(nullptr);
device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
device->SetRenderState(D3DRS_ZENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
device->SetRenderState(D3DRS_FOGENABLE, FALSE);
device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
device->SetRenderState(D3DRS_CLIPPING, TRUE);
device->SetRenderState(D3DRS_LIGHTING, FALSE);
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{ { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
device->SetTransform(D3DTS_WORLD, &mat_identity);
device->SetTransform(D3DTS_VIEW, &mat_identity);
device->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// 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_ImplDX9_UpdateTexture(tex);
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* state_block = nullptr;
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return;
if (state_block->Capture() < 0)
{
state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
device->GetTransform(D3DTS_WORLD, &last_world);
device->GetTransform(D3DTS_VIEW, &last_view);
device->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
device->SetIndices(bd->pIB);
device->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
device->SetTexture(0, texture);
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
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);
device->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
state_block->Apply();
state_block->Release();
}
static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
{
LPDIRECT3D9 pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
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();
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);
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)
{
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
}
}
void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_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);
LPDIRECT3DTEXTURE9 dx_tex = nullptr;
HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
if (hr < 0)
{
IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
return;
}
D3DLOCKED_RECT locked_rect;
if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
{
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
dx_tex->UnlockRect(0);
}
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
tex->SetStatus(ImTextureStatus_OK);
}
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.
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
D3DLOCKED_RECT locked_rect;
if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
for (ImTextureRect& r : tex->Updates)
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
(ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
backend_tex->UnlockRect(0);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
if (backend_tex == nullptr)
return;
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplDX9_UpdateTexture(tex);
}
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()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL'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;
}
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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: 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.
// 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
struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values 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). 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:
// [ ] 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.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GFLW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
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// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] 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.
// 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)
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-03-22: Added GLUT Platform binding.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glut.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#endif
static int g_Time = 0; // Current time, in milliseconds
// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
{
switch (key)
{
case '\t': return ImGuiKey_Tab;
case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
case 256 + GLUT_KEY_END: return ImGuiKey_End;
case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
case 127: return ImGuiKey_Delete;
case 8: return ImGuiKey_Backspace;
case ' ': return ImGuiKey_Space;
case 13: return ImGuiKey_Enter;
case 27: return ImGuiKey_Escape;
case 39: return ImGuiKey_Apostrophe;
case 44: return ImGuiKey_Comma;
case 45: return ImGuiKey_Minus;
case 46: return ImGuiKey_Period;
case 47: return ImGuiKey_Slash;
case 59: return ImGuiKey_Semicolon;
case 61: return ImGuiKey_Equal;
case 91: return ImGuiKey_LeftBracket;
case 92: return ImGuiKey_Backslash;
case 93: return ImGuiKey_RightBracket;
case 96: return ImGuiKey_GraveAccent;
//case 0: return ImGuiKey_CapsLock;
//case 0: return ImGuiKey_ScrollLock;
case 256 + 0x006D: return ImGuiKey_NumLock;
//case 0: return ImGuiKey_PrintScreen;
//case 0: return ImGuiKey_Pause;
//case '0': return ImGuiKey_Keypad0;
//case '1': return ImGuiKey_Keypad1;
//case '2': return ImGuiKey_Keypad2;
//case '3': return ImGuiKey_Keypad3;
//case '4': return ImGuiKey_Keypad4;
//case '5': return ImGuiKey_Keypad5;
//case '6': return ImGuiKey_Keypad6;
//case '7': return ImGuiKey_Keypad7;
//case '8': return ImGuiKey_Keypad8;
//case '9': return ImGuiKey_Keypad9;
//case 46: return ImGuiKey_KeypadDecimal;
//case 47: return ImGuiKey_KeypadDivide;
case 42: return ImGuiKey_KeypadMultiply;
//case 45: return ImGuiKey_KeypadSubtract;
case 43: return ImGuiKey_KeypadAdd;
//case 13: return ImGuiKey_KeypadEnter;
//case 0: return ImGuiKey_KeypadEqual;
case 256 + 0x0072: return ImGuiKey_LeftCtrl;
case 256 + 0x0070: return ImGuiKey_LeftShift;
case 256 + 0x0074: return ImGuiKey_LeftAlt;
//case 0: return ImGuiKey_LeftSuper;
case 256 + 0x0073: return ImGuiKey_RightCtrl;
case 256 + 0x0071: return ImGuiKey_RightShift;
case 256 + 0x0075: return ImGuiKey_RightAlt;
//case 0: return ImGuiKey_RightSuper;
//case 0: return ImGuiKey_Menu;
case '0': return ImGuiKey_0;
case '1': return ImGuiKey_1;
case '2': return ImGuiKey_2;
case '3': return ImGuiKey_3;
case '4': return ImGuiKey_4;
case '5': return ImGuiKey_5;
case '6': return ImGuiKey_6;
case '7': return ImGuiKey_7;
case '8': return ImGuiKey_8;
case '9': return ImGuiKey_9;
case 'A': case 'a': return ImGuiKey_A;
case 'B': case 'b': return ImGuiKey_B;
case 'C': case 'c': return ImGuiKey_C;
case 'D': case 'd': return ImGuiKey_D;
case 'E': case 'e': return ImGuiKey_E;
case 'F': case 'f': return ImGuiKey_F;
case 'G': case 'g': return ImGuiKey_G;
case 'H': case 'h': return ImGuiKey_H;
case 'I': case 'i': return ImGuiKey_I;
case 'J': case 'j': return ImGuiKey_J;
case 'K': case 'k': return ImGuiKey_K;
case 'L': case 'l': return ImGuiKey_L;
case 'M': case 'm': return ImGuiKey_M;
case 'N': case 'n': return ImGuiKey_N;
case 'O': case 'o': return ImGuiKey_O;
case 'P': case 'p': return ImGuiKey_P;
case 'Q': case 'q': return ImGuiKey_Q;
case 'R': case 'r': return ImGuiKey_R;
case 'S': case 's': return ImGuiKey_S;
case 'T': case 't': return ImGuiKey_T;
case 'U': case 'u': return ImGuiKey_U;
case 'V': case 'v': return ImGuiKey_V;
case 'W': case 'w': return ImGuiKey_W;
case 'X': case 'x': return ImGuiKey_X;
case 'Y': case 'y': return ImGuiKey_Y;
case 'Z': case 'z': return ImGuiKey_Z;
case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
#ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
#else
io.BackendPlatformName = "imgui_impl_glut";
#endif
g_Time = 0;
return true;
}
void ImGui_ImplGLUT_InstallFuncs()
{
glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
#ifdef __FREEGLUT_EXT_H__
glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
#endif
glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
}
void ImGui_ImplGLUT_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplGLUT_NewFrame()
{
// Setup time step
ImGuiIO& io = ImGui::GetIO();
int current_time = glutGet(GLUT_ELAPSED_TIME);
int delta_time_ms = (current_time - g_Time);
if (delta_time_ms <= 0)
delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time;
}
static void ImGui_ImplGLUT_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
int glut_key_mods = glutGetModifiers();
io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
}
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
{
// Send character to imgui
//printf("char_down_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 32)
io.AddInputCharacter((unsigned int)c);
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
ImGui_ImplGLUT_AddKeyEvent(key, true, c);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
{
//printf("char_up_func %d '%c'\n", c, c);
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
ImGui_ImplGLUT_AddKeyEvent(key, false, c);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
{
//printf("key_down_func %d\n", key);
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
{
//printf("key_up_func %d\n", key);
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
int button = -1;
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
io.AddMouseButtonEvent(button, state == GLUT_DOWN);
}
#ifdef __FREEGLUT_EXT_H__
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
if (dir != 0)
io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
(void)button; // Unused
}
#endif
void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
}
void ImGui_ImplGLUT_MotionFunc(int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -1,22 +1,33 @@
// dear imgui: Platform Binding for GLUT/FreeGLUT
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// 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
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
@@ -24,7 +35,7 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
@@ -33,3 +44,5 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
#endif // #ifndef IMGUI_DISABLE

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@@ -0,0 +1,79 @@
// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// 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).
// [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.
// 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 MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_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
#include <Metal/Metal.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::CommandBuffer* commandBuffer,
MTL::RenderCommandEncoder* commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif
#endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -0,0 +1,808 @@
// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// 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).
// [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.
// 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)
// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
// 2025-02-03: Metal: Crash fix. (#8367)
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_metal.h"
#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
@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:(MTLRenderPassDescriptor*)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<MTLDepthStencilState> depthStencilState;
@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, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@end
struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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_ImplMetal_Init(MTL::Device* device)
{
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
}
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
}
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::CommandBuffer* commandBuffer,
MTL::RenderCommandEncoder* commandEncoder)
{
ImGui_ImplMetal_RenderDrawData(draw_data,
(__bridge id<MTLCommandBuffer>)(commandBuffer),
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
}
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
}
#endif // #ifdef IMGUI_IMPL_METAL_CPP
#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?");
ImGui_ImplMetal_ShutdownMultiViewportSupport();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
#endif
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
{
IM_UNUSED(commandBuffer);
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_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 },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
// Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_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_ImplMetal_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];
ImGui_ImplMetal_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()
// (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);
}
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 > 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
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
if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
@synchronized(sharedMetalContext.bufferCache)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
}
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
{
MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
if (backend_tex == nullptr)
return;
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->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_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;
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
[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_ImplMetal_DestroyTexture(tex);
}
}
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
#ifdef IMGUI_IMPL_METAL_CPP
[depthStencilDescriptor release];
#endif
return true;
}
void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplMetal_DestroyTexture(tex);
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - Multi-viewport support
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#endif
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataMetal
{
CAMetalLayer* MetalLayer;
id<MTLCommandQueue> CommandQueue;
MTLRenderPassDescriptor* RenderPassDescriptor;
void* Handle = nullptr;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != nullptr);
id<MTLDevice> device = bd->SharedMetalContext.device;
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.framebufferOnly = YES;
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
#if TARGET_OS_OSX
NSWindow* window = (__bridge NSWindow*)handle;
NSView* view = window.contentView;
view.layer = layer;
view.wantsLayer = YES;
#endif
data->MetalLayer = layer;
data->CommandQueue = [device newCommandQueue];
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
data->Handle = handle;
}
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = nullptr;
}
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
{
return CGSizeMake(size.width * scale, size.height * scale);
}
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
}
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
#if TARGET_OS_OSX
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
NSWindow* window = (__bridge NSWindow*)handle;
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
{
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
// approximately 1 second if the Metal layer is completely occluded.
return;
}
data->FirstFrame = false;
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;
}
static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
}
return self;
}
@end
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)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.bufferCache = [NSMutableArray array];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
}
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
uint64_t now = GetMachAbsoluteTimeInSeconds();
@synchronized(self.bufferCache)
{
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray* survivors = [NSMutableArray array];
for (MetalBuffer* candidate in self.bufferCache)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
[survivors addObject:candidate];
self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now;
}
// See if we have a buffer we can reuse
MetalBuffer* bestCandidate = nil;
for (MetalBuffer* candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
{
NSError* error = nil;
NSString* shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"\n"
"struct Uniforms {\n"
" float4x4 projectionMatrix;\n"
"};\n"
"\n"
"struct VertexIn {\n"
" float2 position [[attribute(0)]];\n"
" float2 texCoords [[attribute(1)]];\n"
" uchar4 color [[attribute(2)]];\n"
"};\n"
"\n"
"struct VertexOut {\n"
" float4 position [[position]];\n"
" float2 texCoords;\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
" constant Uniforms &uniforms [[buffer(1)]]) {\n"
" VertexOut out;\n"
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
" out.texCoords = in.texCoords;\n"
" out.color = float4(in.color) / float4(255.0);\n"
" return out;\n"
"}\n"
"\n"
"fragment half4 fragment_main(VertexOut in [[stage_in]],\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";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource 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

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// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// 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).
// 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
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#include <stdint.h> // intptr_t
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
#endif
#if defined(_WIN32) && !defined(WINGDIAPI)
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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();
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
IM_UNUSED(bd);
}
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.
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
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// 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.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// 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). DisplayPos is (0,0) for single viewport apps.
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// 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)
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)
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_ImplOpenGL2_UpdateTexture(tex);
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
// 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
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
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()
// (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);
}
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);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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
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);
}
}
}
// Restore modified GL state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
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 == 0 && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0;
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GL_CALL(glGenTextures(1, &gl_texture_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
tex->SetStatus(ImTextureStatus_OK);
// Restore state
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
}
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.
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
glDeleteTextures(1, &gl_tex_id);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
return true;
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplOpenGL2_UpdateTexture(tex);
}
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// 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).
// 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
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [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.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// 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
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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//-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API void imgl3wShutdown(void);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union ImGL3WProcs {
GL3WglProc ptr[60];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union ImGL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glIsProgram imgl3wProcs.gl.IsProgram
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl = NULL;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl = NULL;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void close_libgl(void)
{
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
{
GL3WglProc res = NULL;
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
void imgl3wShutdown(void)
{
close_libgl();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 2)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glIsProgram",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glTexSubImage2D",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

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// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [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 kVK_* 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 / platform windows.
// Missing features or Issues:
// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
#ifdef __OBJC__
@class NSEvent;
@class NSView;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [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: 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: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// DPI-related helpers (optional)
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [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: 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.
// 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
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [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/
// 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
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// 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
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
// SDL_GPU Data
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData
{
SDL_GPUBuffer* VertexBuffer = nullptr;
SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
uint32_t VertexBufferSize = 0;
SDL_GPUBuffer* IndexBuffer = nullptr;
SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
uint32_t IndexBufferSize = 0;
};
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
SDL_GPUSampler* TexSampler = nullptr;
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
uint32_t TexTransferBufferSize = 0;
// Frame data for main window
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
};
// Forward Declarations
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
// FUNCTIONS
//-----------------------------------------------------------------------------
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support has never been tested.
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, 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();
render_state->SamplerCurrent = render_state->SamplerCurrent = bd->TexSampler;
// Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
// Bind Vertex And Index Buffers
if (draw_data->TotalVtxCount > 0)
{
SDL_GPUBufferBinding vertex_buffer_binding = {};
vertex_buffer_binding.buffer = fd->VertexBuffer;
vertex_buffer_binding.offset = 0;
SDL_GPUBufferBinding index_buffer_binding = {};
index_buffer_binding.buffer = fd->IndexBuffer;
index_buffer_binding.offset = 0;
SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
}
// Setup viewport
SDL_GPUViewport viewport = {};
viewport.x = 0;
viewport.y = 0;
viewport.w = (float)fb_width;
viewport.h = (float)fb_height;
viewport.min_depth = 0.0f;
viewport.max_depth = 1.0f;
SDL_SetGPUViewport(render_pass, &viewport);
// Setup scale and translation
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
struct UBO { float scale[2]; float translation[2]; } ubo;
ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
}
static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// FIXME-OPT: Not optimal, but this is fairly rarely called.
SDL_WaitForGPUIdle(v->Device);
SDL_ReleaseGPUBuffer(v->Device, *buffer);
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
SDL_GPUBufferCreateInfo buffer_info = {};
buffer_info.usage = usage;
buffer_info.size = new_size;
buffer_info.props = 0;
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
*old_size = new_size;
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = new_size;
*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
}
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// 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->TotalVtxCount <= 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_ImplSDLGPU3_UpdateTexture(tex);
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
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)
CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
SDL_GPUTransferBufferLocation index_buffer_location = {};
index_buffer_location.offset = 0;
index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
SDL_GPUBufferRegion vertex_buffer_region = {};
vertex_buffer_region.buffer = fd->VertexBuffer;
vertex_buffer_region.offset = 0;
vertex_buffer_region.size = vertex_size;
SDL_GPUBufferRegion index_buffer_region = {};
index_buffer_region.buffer = fd->IndexBuffer;
index_buffer_region.offset = 0;
index_buffer_region.size = index_size;
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
SDL_EndGPUCopyPass(copy_pass);
}
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)
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)
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
if (pipeline == nullptr)
pipeline = bd->Pipeline;
// 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)
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_RenderState render_state;
render_state.Device = bd->InitInfo.Device;
render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSampler;
platform_io.Renderer_RenderState = &render_state;
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)
int global_vtx_offset = 0;
int global_idx_offset = 0;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
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 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 > 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;
// Apply scissor/clipping rectangle
SDL_Rect scissor_rect = {};
scissor_rect.x = (int)clip_min.x;
scissor_rect.y = (int)clip_min.y;
scissor_rect.w = (int)(clip_max.x - clip_min.x);
scissor_rect.h = (int)(clip_max.y - clip_min.y);
SDL_SetGPUScissor(render_pass,&scissor_rect);
// 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 = render_state.SamplerCurrent;
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
// Draw
// **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
// Any code loading custom texture using this backend needs to be updated.
SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
// Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
// In theory we should aim to backup/restore those values but I am not sure this is possible.
// 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);
}
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
if (raw_tex != nullptr)
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
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);
// Create texture
SDL_GPUTextureCreateInfo texture_info = {};
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
texture_info.width = tex->Width;
texture_info.height = tex->Height;
texture_info.layer_count_or_depth = 1;
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
IM_ASSERT(raw_tex != nullptr && "Failed to create font texture, call SDL_GetError() for more info");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
}
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
// Create transfer buffer
if (bd->TexTransferBufferSize < upload_size)
{
SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = upload_size + 1024;
bd->TexTransferBufferSize = upload_size + 1024;
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
}
// Copy to transfer buffer
{
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
for (int y = 0; y < upload_h; y++)
memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
}
SDL_GPUTextureTransferInfo transfer_info = {};
transfer_info.offset = 0;
transfer_info.transfer_buffer = bd->TexTransferBuffer;
SDL_GPUTextureRegion texture_region = {};
texture_region.texture = raw_tex;
texture_region.x = (Uint32)upload_x;
texture_region.y = (Uint32)upload_y;
texture_region.w = (Uint32)upload_w;
texture_region.h = (Uint32)upload_h;
texture_region.d = 1;
// Upload
{
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplSDLGPU3_DestroyTexture(tex);
}
static void ImGui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
vertex_shader_info.num_uniform_buffers = 1;
vertex_shader_info.num_storage_buffers = 0;
vertex_shader_info.num_storage_textures = 0;
vertex_shader_info.num_samplers = 0;
SDL_GPUShaderCreateInfo fragment_shader_info = {};
fragment_shader_info.entrypoint = "main";
fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
fragment_shader_info.num_samplers = 1;
fragment_shader_info.num_storage_buffers = 0;
fragment_shader_info.num_storage_textures = 0;
fragment_shader_info.num_uniform_buffers = 0;
if (strcmp(driver, "vulkan") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
vertex_shader_info.code = spirv_vertex;
vertex_shader_info.code_size = sizeof(spirv_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
fragment_shader_info.code = spirv_fragment;
fragment_shader_info.code_size = sizeof(spirv_fragment);
}
else if (strcmp(driver, "direct3d12") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
vertex_shader_info.code = dxbc_vertex;
vertex_shader_info.code_size = sizeof(dxbc_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
fragment_shader_info.code = dxbc_fragment;
fragment_shader_info.code_size = sizeof(dxbc_fragment);
}
#ifdef __APPLE__
else
{
vertex_shader_info.entrypoint = "main0";
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
vertex_shader_info.code = metallib_vertex;
vertex_shader_info.code_size = sizeof(metallib_vertex);
fragment_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
fragment_shader_info.code = metallib_fragment;
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
}
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
vertex_buffer_desc[0].slot = 0;
vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_buffer_desc[0].instance_step_rate = 0;
vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
SDL_GPUVertexAttribute vertex_attributes[3];
vertex_attributes[0].buffer_slot = 0;
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[0].location = 0;
vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
vertex_attributes[1].buffer_slot = 0;
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[1].location = 1;
vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
vertex_attributes[2].buffer_slot = 0;
vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
vertex_attributes[2].location = 2;
vertex_attributes[2].offset = offsetof(ImDrawVert, col);
SDL_GPUVertexInputState vertex_input_state = {};
vertex_input_state.num_vertex_attributes = 3;
vertex_input_state.vertex_attributes = vertex_attributes;
vertex_input_state.num_vertex_buffers = 1;
vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
SDL_GPURasterizerState rasterizer_state = {};
rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
rasterizer_state.enable_depth_bias = false;
rasterizer_state.enable_depth_clip = false;
SDL_GPUMultisampleState multisample_state = {};
multisample_state.sample_count = v->MSAASamples;
multisample_state.enable_mask = false;
SDL_GPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.enable_depth_test = false;
depth_stencil_state.enable_depth_write = false;
depth_stencil_state.enable_stencil_test = false;
SDL_GPUColorTargetBlendState blend_state = {};
blend_state.enable_blend = true;
blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
SDL_GPUColorTargetDescription color_target_desc[1];
color_target_desc[0].format = v->ColorTargetFormat;
color_target_desc[0].blend_state = blend_state;
SDL_GPUGraphicsPipelineTargetInfo target_info = {};
target_info.num_color_targets = 1;
target_info.color_target_descriptions = color_target_desc;
target_info.has_depth_stencil_target = false;
SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
pipeline_info.vertex_shader = bd->VertexShader;
pipeline_info.fragment_shader = bd->FragmentShader;
pipeline_info.vertex_input_state = vertex_input_state;
pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipeline_info.rasterizer_state = rasterizer_state;
pipeline_info.multisample_state = multisample_state;
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
}
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
if (bd->TexSampler == nullptr)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
SDL_GPUSamplerCreateInfo sampler_info = {};
sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.mip_lod_bias = 0.0f;
sampler_info.min_lod = -1000.0f;
sampler_info.max_lod = 1000.0f;
sampler_info.enable_anisotropy = false;
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
}
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
fd->VertexBuffer = fd->IndexBuffer = nullptr;
fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
fd->VertexBufferSize = fd->IndexBufferSize = 0;
}
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplSDLGPU3_DestroyTexture(tex);
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
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();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
io.BackendRendererUserData = (void*)bd;
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.
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;
}
void ImGui_ImplSDLGPU3_Shutdown()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplSDLGPU3_NewFrame()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
if (!bd->TexSampler)
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

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// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [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/
// 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
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// 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.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <SDL3/SDL_gpu.h>
// Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value
struct ImGui_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLGPU3_RenderState
{
SDL_GPUDevice* Device;
SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
};
#endif // #ifndef IMGUI_DISABLE

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#pragma once
#ifndef IMGUI_DISABLE
#include <stdint.h>
// Data exported using
// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h
// With some manual pasting.
// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them
const uint8_t spirv_vertex[1732] = {
3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109,
97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,
95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,
0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114,
0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28,
0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108,
95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,
0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0,
0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0,
0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35,
0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,
0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0,
0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0,
4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25,
0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0,
59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4,
0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,
0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0,
0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0,
39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42,
0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0,
0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0,
13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t spirv_fragment[844] = {
3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97,
105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100,
105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5,
0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5,
0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0,
0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23,
0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,
14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0,
0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65,
0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0,
0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t dxbc_vertex[1064] = {
68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0,
0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0,
0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97,
108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114,
111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,
0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,
71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0,
0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,
0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2,
0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0,
26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t dxbc_fragment[744] = {
68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2,
0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115,
84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78,
68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0,
0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48,
0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0,
0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30,
16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#ifdef __APPLE__
#include <TargetConditionals.h>
#if TARGET_OS_MAC
const uint8_t metallib_vertex[3892] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100,
26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84,
69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,
11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,
6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,
32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32,
36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34,
8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,
192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,
202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,
208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,
160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,
7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,
246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,
6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,
32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17,
76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,
67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,
120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,
97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,
135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,
29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,
7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,
29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,
30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,
129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,
212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,
14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,
7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,
248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,
6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,
97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,
95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,
97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,
112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,
56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,
116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,
97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,
116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,
111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,
110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,
97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,
108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,
67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,
144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51,
12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160,
194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114,
176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129,
27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,
185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92,
216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206,
197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,
29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,
195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,
15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37,
64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,
0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,
110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228,
66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89,
48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,
240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,
52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t metallib_fragment[3787] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,
224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191,
155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,
84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,
12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,
135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,
118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,
96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,
6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,
7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,
7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,
160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,
80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,
230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,
112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,
188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,
152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,
57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,
0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,
36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,
59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,
65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,
135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,
23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,
14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,
32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,
6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,
97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,
46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,
101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,
114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,
101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,
112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,
46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,
116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,
111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,
100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,
46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208,
20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164,
193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27,
64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3,
33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128,
130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15,
114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54,
184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,
88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,
80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,
28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,
67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,
97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,
45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88,
135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37,
0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,
0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3,
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_OS_IPHONE
const uint8_t metallib_vertex[3876] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111,
77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,
84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,
23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,
4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,
136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,
32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,
34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,
218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,
29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,
113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,
96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,
7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,
121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,
80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,
224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9,
38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,
140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,
7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,
59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,
8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,
67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,
135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,
81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,
29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,
192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,
113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,
35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,
119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,
119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139,
210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,
101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,
97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,
116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,
65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,
108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,
95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101,
114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,
97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105,
111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,
80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97,
100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97,
105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116,
97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195,
160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40,
51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1,
27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176,
65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224,
6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148,
164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182,
48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177,
43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,
33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,
180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,
128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212,
115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110,
105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,
105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134,
192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194,
6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0,
0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,
0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,
108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0,
};
const uint8_t metallib_fragment[3771] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208,
13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159,
244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84,
69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,
0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,
56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,
118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,
122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,
128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,
160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,
7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128,
0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229,
83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,
128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,
135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,
240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,
238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,
56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,
144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,
7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,
57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,
225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,
96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,
29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,
14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114,
30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180,
40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,
97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,
104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,
105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,
51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,
95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,
97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121,
112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116,
117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40,
108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46,
115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101,
114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28,
35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112,
168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89,
23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165,
112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205,
165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202,
228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,
205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,
67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,
112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,
200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,
49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115,
45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99,
111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0,
96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0,
0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,
0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110,
48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115,
49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_IPHONE_SIMULATOR
#error "SDL_GPU does not support the iphone simulator"
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,301 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: 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 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
// - 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
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// 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();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
IM_UNUSED(bd);
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 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_ImplSDLRenderer2_UpdateTexture(tex);
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
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()
// (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);
}
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);
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;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_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);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
tex->SetStatus(ImTextureStatus_OK);
}
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.
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
for (ImTextureRect& r : tex->Updates)
{
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
if (sdl_texture == nullptr)
return;
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplSDLRenderer2_UpdateTexture(tex);
}
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: 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.
// 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
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer2_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.1.8+)
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: 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 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
// - 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
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer3.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
#include <SDL3/SDL.h>
#if !SDL_VERSION_ATLEAST(3,0,0)
#error This backend requires SDL 3.0.0+
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// 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();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
IM_UNUSED(bd);
}
// https://github.com/libsdl-org/SDL/issues/9009
static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
{
const Uint8* color2 = (const Uint8*)color;
colors_out.resize(num_vertices);
SDL_FColor* color3 = colors_out.Data;
for (int i = 0; i < num_vertices; i++)
{
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color*)color2;
}
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 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_ImplSDLRenderer3_UpdateTexture(tex);
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ViewportEnabled;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(renderer);
old.ClipEnabled = SDL_RenderClipEnabled(renderer);
SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
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()
// (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);
}
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);
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;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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 == 0 && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
tex->SetStatus(ImTextureStatus_OK);
}
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.
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
for (ImTextureRect& r : tex->Updates)
{
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
if (sdl_texture == nullptr)
return;
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplSDLRenderer3_UpdateTexture(tex);
}
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.1.8+)
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: 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 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
// - 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
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_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 = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer3_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as 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/
// 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
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// [Configuration] in order to use a custom Vulkan function loader:
// (1) You'll need to disable default Vulkan function prototypes.
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
// - Or as a compilation flag in your build system
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
// - Do not simply add it in a .cpp file!
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
// If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Convenience support for Volk
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
//#define IMGUI_IMPL_VULKAN_USE_VOLK
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES
#endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX
#endif
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#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_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo
{
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
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 descriptor pool automatically instead of using DescriptorPool.
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkPipelineCache PipelineCache; // Optional
// Pipeline
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t Subpass;
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineRenderingCreateInfo.
bool UseDynamicRendering;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
struct ImGui_ImplVulkan_MainPipelineCreateInfo
{
VkRenderPass RenderPass = VK_NULL_HANDLE;
uint32_t Subpass = 0;
VkSampleCountFlagBits MSAASamples = {};
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
};
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
// 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);
// 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.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer;
VkPipeline Pipeline;
VkPipelineLayout PipelineLayout;
};
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
//
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
// render pass, frame buffers, etc.). You may read this code if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
// by the regular ImGui_ImplVulkan_XXX functions).
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window;
// Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
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);
// 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.)
// [Please zero-clear before use!]
struct ImGui_ImplVulkanH_Frame
{
VkCommandPool CommandPool;
VkCommandBuffer CommandBuffer;
VkFence Fence;
VkImage Backbuffer;
VkImageView BackbufferView;
VkFramebuffer Framebuffer;
};
struct ImGui_ImplVulkanH_FrameSemaphores
{
VkSemaphore ImageAcquiredSemaphore;
VkSemaphore RenderCompleteSemaphore;
};
// Helper structure to hold the data needed by one rendering context into one OS window
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window
{
int Width;
int Height;
VkSwapchainKHR Swapchain;
VkSurfaceKHR Surface;
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
bool UseDynamicRendering;
bool ClearEnable;
VkClearValue ClearValue;
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
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImVector<ImGui_ImplVulkanH_Frame> Frames;
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
ImGui_ImplVulkanH_Window()
{
memset((void*)this, 0, sizeof(*this));
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
ClearEnable = true;
}
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: 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.
// 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)
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
// 2022-11-24: Fixed validation error with default depth buffer settings.
// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
// 2021-08-24: Fixed for latest specs.
// 2021-05-24: Add support for draw_data->FramebufferScale.
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
#include "imgui.h"
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
// Using type alias until WGPU adopts the same naming convention (#8369)
using WGPUProgrammableStageDescriptor = WGPUComputeState;
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data
struct ImGui_ImplWGPU_Texture
{
WGPUTexture Texture = nullptr;
WGPUTextureView TextureView = nullptr;
};
struct RenderResources
{
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
{
WGPUBuffer IndexBuffer;
WGPUBuffer VertexBuffer;
ImDrawIdx* IndexBufferHost;
ImDrawVert* VertexBufferHost;
int IndexBufferSize;
int VertexBufferSize;
};
struct Uniforms
{
float MVP[4][4];
float Gamma;
};
struct ImGui_ImplWGPU_Data
{
ImGui_ImplWGPU_InitInfo initInfo;
WGPUDevice wgpuDevice = nullptr;
WGPUQueue defaultQueue = nullptr;
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
RenderResources renderResources;
FrameResources* pFrameResources = nullptr;
unsigned int numFramesInFlight = 0;
unsigned int frameIndex = UINT_MAX;
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
static const char __shader_vert_wgsl[] = R"(
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
};
struct Uniforms {
mvp: mat4x4<f32>,
gamma: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@vertex
fn main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
out.uv = in.uv;
return out;
}
)";
static const char __shader_frag_wgsl[] = R"(
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
};
struct Uniforms {
mvp: mat4x4<f32>,
gamma: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var s: sampler;
@group(1) @binding(0) var t: texture_2d<f32>;
@fragment
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = in.color * textureSample(t, s, in.uv);
let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
return vec4<f32>(corrected_color, color.a);
}
)";
static void SafeRelease(ImDrawIdx*& res)
{
if (res)
delete[] res;
res = nullptr;
}
static void SafeRelease(ImDrawVert*& res)
{
if (res)
delete[] res;
res = nullptr;
}
static void SafeRelease(WGPUBindGroupLayout& res)
{
if (res)
wgpuBindGroupLayoutRelease(res);
res = nullptr;
}
static void SafeRelease(WGPUBindGroup& res)
{
if (res)
wgpuBindGroupRelease(res);
res = nullptr;
}
static void SafeRelease(WGPUBuffer& res)
{
if (res)
wgpuBufferRelease(res);
res = nullptr;
}
static void SafeRelease(WGPUPipelineLayout& res)
{
if (res)
wgpuPipelineLayoutRelease(res);
res = nullptr;
}
static void SafeRelease(WGPURenderPipeline& res)
{
if (res)
wgpuRenderPipelineRelease(res);
res = nullptr;
}
static void SafeRelease(WGPUSampler& res)
{
if (res)
wgpuSamplerRelease(res);
res = nullptr;
}
static void SafeRelease(WGPUShaderModule& res)
{
if (res)
wgpuShaderModuleRelease(res);
res = nullptr;
}
static void SafeRelease(RenderResources& res)
{
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
static void SafeRelease(FrameResources& res)
{
SafeRelease(res.IndexBuffer);
SafeRelease(res.VertexBuffer);
SafeRelease(res.IndexBufferHost);
SafeRelease(res.VertexBufferHost);
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
#endif
return stage_desc;
}
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
}
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
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 mvp[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, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
float gamma;
switch (bd->renderTargetFormat)
{
case WGPUTextureFormat_ASTC10x10UnormSrgb:
case WGPUTextureFormat_ASTC10x5UnormSrgb:
case WGPUTextureFormat_ASTC10x6UnormSrgb:
case WGPUTextureFormat_ASTC10x8UnormSrgb:
case WGPUTextureFormat_ASTC12x10UnormSrgb:
case WGPUTextureFormat_ASTC12x12UnormSrgb:
case WGPUTextureFormat_ASTC4x4UnormSrgb:
case WGPUTextureFormat_ASTC5x5UnormSrgb:
case WGPUTextureFormat_ASTC6x5UnormSrgb:
case WGPUTextureFormat_ASTC6x6UnormSrgb:
case WGPUTextureFormat_ASTC8x5UnormSrgb:
case WGPUTextureFormat_ASTC8x6UnormSrgb:
case WGPUTextureFormat_ASTC8x8UnormSrgb:
case WGPUTextureFormat_BC1RGBAUnormSrgb:
case WGPUTextureFormat_BC2RGBAUnormSrgb:
case WGPUTextureFormat_BC3RGBAUnormSrgb:
case WGPUTextureFormat_BC7RGBAUnormSrgb:
case WGPUTextureFormat_BGRA8UnormSrgb:
case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
case WGPUTextureFormat_ETC2RGB8UnormSrgb:
case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
case WGPUTextureFormat_RGBA8UnormSrgb:
gamma = 2.2f;
break;
default:
gamma = 1.0f;
}
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
}
// Setup viewport
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
// Bind shader and vertex buffers
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.CommonBindGroup, 0, nullptr);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
}
// 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
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_ImplWGPU_UpdateTexture(tex);
// FIXME: Assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
if (fr->VertexBuffer)
{
wgpuBufferDestroy(fr->VertexBuffer);
wgpuBufferRelease(fr->VertexBuffer);
}
SafeRelease(fr->VertexBufferHost);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
WGPUBufferDescriptor vb_desc =
{
nullptr,
"Dear ImGui Vertex buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false
};
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
if (!fr->VertexBuffer)
return;
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
}
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
if (fr->IndexBuffer)
{
wgpuBufferDestroy(fr->IndexBuffer);
wgpuBufferRelease(fr->IndexBuffer);
}
SafeRelease(fr->IndexBufferHost);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
WGPUBufferDescriptor ib_desc =
{
nullptr,
"Dear ImGui Index buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false
};
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
if (!fr->IndexBuffer)
return;
fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
}
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
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)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Bind custom texture
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)
{
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);
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 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 > 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;
// Apply scissor/clipping rectangle, Draw
wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Remove all ImageBindGroups
ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
for (int i = 0; i < image_bind_groups.Data.Size; i++)
{
WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
SafeRelease(bind_group);
}
image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
wgpuTextureViewRelease(backend_tex->TextureView);
wgpuTextureRelease(backend_tex->Texture);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_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);
ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
// Create texture
WGPUTextureDescriptor tex_desc = {};
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = tex->Width;
tex_desc.size.height = tex->Height;
tex_desc.size.depthOrArrayLayers = 1;
tex_desc.sampleCount = 1;
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
// Create texture view
WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
tex_view_desc.baseMipLevel = 0;
tex_view_desc.mipLevelCount = 1;
tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All;
backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
tex->BackendUserData = backend_tex;
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
}
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
#endif
dst_view.texture = backend_tex->Texture;
dst_view.mipLevel = 0;
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
#endif
layout.offset = 0;
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
layout.rowsPerImage = upload_h;
WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplWGPU_DestroyTexture(tex);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc =
{
nullptr,
"Dear ImGui Uniform buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16),
false
};
bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
}
bool ImGui_ImplWGPU_CreateDeviceObjects()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return false;
if (bd->pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
// Bind group layouts
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
common_bg_layout_entries[0].binding = 0;
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
common_bg_layout_entries[1].binding = 1;
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
image_bg_layout_entries[0].binding = 0;
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
common_bg_layout_desc.entryCount = 2;
common_bg_layout_desc.entries = common_bg_layout_entries;
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
image_bg_layout_desc.entryCount = 1;
image_bg_layout_desc.entries = image_bg_layout_entries;
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
WGPUPipelineLayoutDescriptor layout_desc = {};
layout_desc.bindGroupLayoutCount = 2;
layout_desc.bindGroupLayouts = bg_layouts;
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#else
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#endif
};
WGPUVertexBufferLayout buffer_layouts[1];
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
buffer_layouts[0].attributeCount = 3;
buffer_layouts[0].attributes = attribute_desc;
graphics_pipeline_desc.vertex.bufferCount = 1;
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
// Create the blending setup
WGPUBlendState blend_state = {};
blend_state.alpha.operation = WGPUBlendOperation_Add;
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend_state.color.operation = WGPUBlendOperation_Add;
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {};
color_state.format = bd->renderTargetFormat;
color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment_state = {};
fragment_state.module = pixel_shader_desc.module;
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
fragment_state.targetCount = 1;
fragment_state.targets = &color_state;
graphics_pipeline_desc.fragment = &fragment_state;
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateUniformBuffer();
// Create sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
// Create resource bind group
WGPUBindGroupEntry common_bg_entries[] =
{
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
};
WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
SafeRelease(graphics_pipeline_desc.layout);
SafeRelease(bg_layouts[0]);
return true;
}
void ImGui_ImplWGPU_InvalidateDeviceObjects()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return;
SafeRelease(bd->pipelineState);
SafeRelease(bd->renderResources);
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplWGPU_DestroyTexture(tex);
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(bd->pFrameResources[i]);
}
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else
io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
bd->renderTargetFormat = init_info->RenderTargetFormat;
bd->depthStencilFormat = init_info->DepthStencilFormat;
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];
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
{
FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferHost = nullptr;
fr->VertexBufferHost = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
void ImGui_ImplWGPU_Shutdown()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
bd->pFrameResources = nullptr;
wgpuQueueRelease(bd->defaultQueue);
bd->wgpuDevice = nullptr;
bd->numFramesInFlight = 0;
bd->frameIndex = UINT_MAX;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplWGPU_NewFrame()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
if (!ImGui_ImplWGPU_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: 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.
// 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
#include <webgpu/webgpu.h>
// Initialization data, for ImGui_ImplWGPU_Init()
struct ImGui_ImplWGPU_InitInfo
{
WGPUDevice Device;
int NumFramesInFlight = 3;
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
WGPUMultisampleState PipelineMultisampleState = {};
ImGui_ImplWGPU_InitInfo()
{
PipelineMultisampleState.count = 1;
PipelineMultisampleState.mask = UINT32_MAX;
PipelineMultisampleState.alphaToCoverageEnabled = false;
}
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplWGPU_RenderState
{
WGPUDevice Device;
WGPURenderPassEncoder RenderPassEncoder;
};
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [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.
// 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
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif // #ifndef IMGUI_DISABLE

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Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
(You don't need to copy this folder if you are using the backend as-is)
1) Compile the raw shader files to SPIRV:
glslc -o vertex.spv -c shader.vert
glslc -o fragment.spv -c shader.frag
2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
3-A) Compiling for the Vulkan Driver:
Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
3-B) Compiling for the DirectX 12 Driver:
./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
Proceed to step 4
3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it):
./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
Proceed to step 4
4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.

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#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=2, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct
{
vec4 Color;
vec2 UV;
} In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}

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#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=1,binding=0) uniform UBO
{
vec2 uScale;
vec2 uTranslate;
} ubo;
layout(location = 0) out struct
{
vec4 Color;
vec2 UV;
} Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
gl_Position.y *= -1.0f;
}

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Script to rebuild shaders stored inside imgui_impl_vulkan.h
(You don't need to copy this folder if you are using the backend as-is)

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@@ -1,3 +1,6 @@
#!/bin/bash
## -V: create SPIR-V binary
## -x: save binary output as text-based 32-bit hexadecimal numbers
## -o: output file
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert

377
docs/BACKENDS.md Normal file
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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
# Dear ImGui: Backends
## Index
- [Introduction](#introduction)
- [Getting Started](#getting-started)
- [What are Backends?](#what-are-backends)
- [Using standard Backends](#using-standard-backends)
- [Using third-party Backends](#using-third-party-backends)
- [Writing your own Backend](#writing-your-own-backend)
- [Using a custom engine?](#using-a-custom-engine)
- [Platform: Implementing your Platform Backend](#platform-implementing-your-platform-backend)
- [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function)
- [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192)
## Introduction
### Getting Started
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
### What are Backends?
Dear ImGui is highly portable and only requires a few things to run and render, typically:
- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
- Required: creating, updating and destroying textures.
- Required: rendering indexed textured triangles with a clipping rectangle.
Extra features are opt-in, our backends try to support as many as possible:
- Optional: custom texture binding support.
- Optional: clipboard support.
- Optional: gamepad support.
- Optional: mouse cursor shape support.
- Optional: IME support.
- Optional: multi-viewports support.
etc.
This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and the backends which we are describing here (backends/ folder).
- Some issues may only be backend or platform specific.
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
## Using standard Backends
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### List of standard Backends
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
List of Platforms Backends:
imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (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)
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
Emscripten is also supported!
The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Recommended Backends
If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
|Library |Website |Backend |Note |
|--------|--------|--------|-----|
| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends.
## Using third-party Backends
See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
## Writing your own Backend
### Using a custom engine?
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
Think twice!
TL;DR;
- Writing your own Renderer Backend is easy.
- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
- **It is unlikely you will add value to your project by creating your own backend.**
**Consider using the existing backends as-is**.
You will save lots of time integrating the library.
Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly.
You can LATER decide to rewrite yourself a custom backend if you really need to.
In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
If you want portability, you can use multiple backends and choose between them either at compile time
or at runtime.
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.<BR>
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.<BR>
Suggestion: use multiple generic backends!
Once it works, if you really need it, you can replace parts of backends with your own abstractions.
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
and you have high-level systems everywhere.<BR>
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
your desktop builds working first. This will get you running faster and get your acquainted with
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this
window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details.
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
than supporting single-viewport.
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
### Platform: Implementing your Platform Backend
The Platform backends in impl_impl_XXX.cpp files contain many implementations.
**In your `ImGui_ImplXXX_Init()` function:**
- You can allocate your backend data and use `io.BackendPlatformUserData` to store/retrieve it later.
- Set `io.BackendPlatformName` to a name `"imgui_impl_xxxx"` which will be available in e.g. About box.
- Set `io.BackendPlatformUserData` to your backend data.
- Set `io.BackendFlags` with supported optional features:
- `ImGuiBackendFlags_HasGamepad`: supports gamepad and currently has one connected.
- `ImGuiBackendFlags_HasMouseCursors`: supports honoring GetMouseCursor() value to change the OS cursor shape.
- `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)
**In your `ImGui_ImplXXX_NewFrame()` function:**
- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
- Set `io.DisplaySize` to your window size.
- Set `io.DisplayFrameBufferSize` to your window pixel density (macOS/iOS only).
- Update mouse cursor shape is supported.
**In your `ImGui_ImplXXX_NewFrame()` function or event handlers:**
- **Mouse Support**
- Use `io.AddMousePosEvent()`, `io.AddMouseButtonEvent()`, `io.AddMouseWheelEvent()` to pass mouse events.
- Use `io.AddMouseSourceEvent()` if you are able to distinguish Mouse from TouchScreen from Pen inputs. TouchScreen and Pen inputs requires different logic for some Dear ImGui features.
- Use `io.AddMouseViewportEvent()` to specify which viewport/OS window is being hovered by the mouse. Read instructions carefully as this is not as simple as it seems! (multi-viewports only)
- **Keyboard Support**
- Use `io.AddKeyEvent()` to pass key events.
- Use `io.AddInputCharacter()` to pass text/character events.
- **Gamepad Support**
- Use `io.AddKeyEvent()` and `io.AddKeyAnalogEvent()` to pass gamepad events, using `ImGuiKey_GamepadXXX` values.
- **Miscellaneous**
- Clipboard Support: setup `Platform_GetClipboardTextFn()`, `Platform_SetClipboardTextFn()` handlers in `ImGuiPlatformIO`.
- Open in Shell support: setup `Platform_OpenInShellFn()` handler in `ImGuiPlatformIO`.
- IME Support: setup `Platform_SetImeDataFn()` handler in `ImGuiPlatformIO`.
- Use `io.AddFocusEvent()` to notify when application window gets focused/unfocused.
- **Multi-viewport Support**
- Update monitor list if supported.
- Setup all required handlers in `ImGuiPlatformIO` to create/destroy/move/resize/title/focus/etc. windows.
### Rendering: Implementing your RenderDrawData function
Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field).
Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot.
As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices.
```cpp
void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
{
// TODO: Update textures.
// - 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)
MyImGuiBackend_UpdateTexture(tex);
// TODO: Setup render state:
// - Alpha-blending enabled
// - No backface culling
// - No depth testing, no depth writing
// - Scissor enabled
MyEngineSetupenderState();
// TODO: Setup texture sampling state
// - Sample with bilinear filtering (NOT point/nearest filtering).
// - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
MyEngineSetupenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
// - Clipping coordinates are provided in imgui coordinates space:
// - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
// - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// We are using scissoring to clip some objects. All low-level graphics API should support it.
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
// (some elements visible outside their bounds) but you can fix that once everything else works!
MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
// The texture for the draw call is specified by pcmd->GetTexID().
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
}
}
}
}
```
### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
`ImFontAtlas` functions such as `Build()`, `GetTexDataAsRGBA32()`, `GetTexDataAsAlpha8()`, `SetTexID()`, `IsBuilt()` were obsoleted in favor if iterating a `Textures[]` array and updating their state when requested by Dear ImGui.
**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:**
- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines)
- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines)
- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines)
- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines)
- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines)
- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines)
- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines)
- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines)
- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines)
- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines)
- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines)
- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines)
- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines)
**Instructions:**
- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature.
- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures.
- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures.
- (Both arrays are `ImVector<ImTextureData*>`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.)
Pseudo-code for processing a texture:
```cpp
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
MyImGuiBackend_UpdateTexture(tex);
```
```cpp
void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
{
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create texture based on tex->Width, tex->Height.
// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
// - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
// Upload all texture pixels
// - Read from our CPU-side copy of the texture and copy to your graphics API.
// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
// Store your data, and acknowledge creation.
tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd.
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there)
}
if (tex->Status == ImTextureStatus_WantUpdates)
{
// Upload a rectangle of pixels to the existing texture
// - We only ever write to textures regions which have never been used before!
// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
// - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size.
// - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended.
// - Read from our CPU-side copy of the texture and copy to your graphics API.
// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
// Acknowledge update
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
{
// If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2
// Destroy texture
// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
// - Destroy texture in your graphics API.
// Acknowledge destruction
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
```
Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this.

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# Contributing Guidelines
## Index
- [Getting Started & General Advice](#getting-started--general-advice)
- [Issues vs Discussions](#issues-vs-discussions)
- [How to open an Issue](#how-to-open-an-issue)
- [How to open a Pull Request](#how-to-open-a-pull-request)
- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
## Getting Started & General Advice
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
- Please use the search function of your IDE to search for symbols and comments related to your situation.
- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
- Please use a web search engine to look for similar issues.
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
## 'Issues' vs 'Discussions'
We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
Only if you:
- Cannot BUILD or LINK examples.
- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
- Cannot LOAD a font.
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
## How to open an issue
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
Steps:
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
**Some unfortunate words of warning**
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
## How to open a Pull Request
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
## Copyright / Contributor License Agreement
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.

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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
## Dear ImGui: Examples
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
integrating Dear ImGui in your own application/game/engine.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
You can find Windows binaries for some of those example applications at:
https://www.dearimgui.com/binaries
### Getting Started
Integration in a typical existing application, should take <20 lines when using standard backends.
```cpp
At initialization:
call ImGui::CreateContext()
call ImGui_ImplXXXX_Init() for each backend.
At the beginning of your frame:
call ImGui_ImplXXXX_NewFrame() for each backend.
call ImGui::NewFrame()
At the end of your frame:
call ImGui::Render()
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
At shutdown:
call ImGui_ImplXXXX_Shutdown() for each backend.
call ImGui::DestroyContext()
```
Main resource:
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
Additional resources:
- Read FAQ at https://www.dearimgui.com/faq
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
- Read the comments and instruction at the top of each file.
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
Changelog, so if you want to update them later it will be easier to catch up with what changed.
### Examples Applications
[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
Allegro 5 example. <BR>
= main.cpp + imgui_impl_allegro5.cpp
[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
Android + OpenGL3 (ES) example. <BR>
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/) <BR>
OSX & iOS + Metal example. <BR>
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
OSX + OpenGL2 example. <BR>
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR>
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR>
This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
= main.cpp <BR>
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
This to demonstrate usage of DirectX with SDL2.
[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
SDL2 + Metal example, Mac only. <BR>
= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR>
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_sdl3_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
SDL3 + Metal example (Mac). <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.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>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targeting WebGL.<BR>
[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
DirectX10 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR>
Raw Windows + Vulkan example <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR>
### Miscellaneous
**Building**
Unfortunately, nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples
Please let us know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
**About mouse cursor latency**
Dear ImGui does not introduce significant extra lag for most behaviors,
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
2D shape directly under the mouse cursor to help identify the issue!

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# FAQ (Frequently Asked Questions)
You may link to this document using short form:
https://www.dearimgui.com/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer.
## Index
| **Q&A: Basics** |
:---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [How can I create my own backend?](#q-how-can-i-create-my-own-backend)
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** |
| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Community** |
| [How can I help?](#q-how-can-i-help) |
# Q&A: Basics
### Q: Where is the documentation?
**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
---
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
Many projects are using this branch and it is kept in sync with master regularly.
##### [Return to Index](#index)
----
# Q&A: Integration
### Q: How to get started?
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
Read [docs/EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
Read [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
##### [Return to Index](#index)
---
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
```cpp
void MyLowLevelMouseButtonHandler(int button, bool down)
{
// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
ImGuiIO& io = ImGui::GetIO();
io.AddMouseButtonEvent(button, down);
// (2) ONLY forward mouse data to your underlying app/game.
if (!io.WantCaptureMouse)
my_game->HandleMouseData(...);
}
```
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
##### [Return to Index](#index)
---
### Q: How can I enable keyboard or gamepad controls?
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
---
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
This is the preferred solution for developer productivity.
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
##### [Return to Index](#index)
---
### Q: How can I create my own backend?
- See [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
- See Documentation at the top of imgui.cpp.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens using standard backends (after 1.92): please report.
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
You are probably mishandling the clipping rectangles in your render function.
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
`(x1,y1,width,height)`.
Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
```cpp
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
```
##### [Return to Index](#index)
---
# Q&A: Usage
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
</pre>
</td>
</tr>
</table>
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
- Unique ID are often derived from a string label and at minimum scoped within their host window:
```cpp
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
```cpp
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
TreePop();
}
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
```cpp
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
- If you have a same ID twice in the same location, you'll have a conflict:
```cpp
Begin("MyWindow");
Button("OK");
Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
Button(""); // ERROR: ID collision with Begin("MyWindow")!
End();
```
Fear not! This is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within the string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solve the simple collision cases when you know e.g. at compilation time which items
are going to be created:
```cpp
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
End();
```
- If you want to completely hide the label, but still need an ID:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
you to animate labels. For example, you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string, or an integer value into the ID stack.
Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack, we store the seed used for items at this level of the ID stack.
```cpp
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
```
- You can stack multiple prefixes into the ID stack:
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
```
- Tree nodes implicitly create a scope for you by calling `PushID()`:
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
```
When working with trees, IDs are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices, or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index)
---
### Q: How can I display an image?
### Q: What are ImTextureID/ImTextureRef?
**Short explanation:**
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
**Details:**
1.92 introduced `ImTextureRef` in June 2025.
- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
- You can trivially create a `ImTextureRef` from a `ImTextureID`.
- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
```cpp
#ifndef ImTextureID
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif
```
- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
- Compile-time type configuration:
- To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
- This can be whatever to you want it to be! read the FAQ entry about textures for details.
- You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
**ImTextureRef = higher-level identifier for a texture.**
```cpp
// Store a ImTextureID _or_ a ImTextureData*.
struct ImTextureRef
{
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
// Members (either are set, never both!)
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
};
```
- The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
- When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
- Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
- When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
- To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`.
We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type, which itself tends to be stored inside a ImTextureRef.
ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp
OpenGL:
- ImTextureID should contains 'GLuint' (GL texture identifier).
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```cpp
DirectX9:
- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer).
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```cpp
DirectX11:
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```cpp
DirectX12:
- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits)
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
```
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
User code may do:
```cpp
// Cast our texture type to ImTextureID
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));
```
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID();
MyEngineBindTexture2D(texture);
```
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is a good thing because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID.
Here are some examples:
```cpp
GLuint my_tex = XXX;
ImTextureID my_imtexid;
my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address)
my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
ImTextureID my_imtexid;
my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID
my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView*
```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
##### [Return to Index](#index)
---
### Q: How can I use maths operators with ImVec2?
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
##### [Return to Index](#index)
---
### Q: How can I use my own maths types instead of ImVec2/ImVec4?
You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
Prefer using them over the old and awkward `Combo()/ListBox()` api.
- Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
##### [Return to Index](#index)
---
### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window.
```cpp
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the current ImGui cursor position
ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
// Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
```
![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
##### [Return to Index](#index)
---
# Q&A: Fonts, Text
### Q: How should I handle DPI in my application?
Since 1.92 (June 2025) fonts may be dynamically used at any size.
**Scaling fonts**
To change font size:
```cpp
ImGui::PushFont(NULL, 42.0f);
```
To change font and font size:
```cpp
ImGui::PushFont(new_font, 42.0f);
```
To scale all fonts:
```cpp
style.FontScaleDpi = 2.0f;
```
In `docking` branch or with multi-viewports:
```cpp
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.
```
**Scaling style** (paddings, spacings, thicknesses)
This is still massively work in progress, expect turbulence.
Style values are currently not easily scalable dynamically.
For single viewport application you can call once:
```cpp
style.ScaleAllSizes(factor); // call once!
```
If you need to change the scaling factor, it is currently most practical to reset the style and call this again with a new value.
Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. This is expected to happen during subsequent 1.92.x releases.
Applications in the `examples/` folder are partly DPI aware but they are unable to load a custom font from the file-system, so they look ugly (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales) specifically for the `ImGuiStyle` structure. Fonts are however now perfectly scalable.
**On Windows, you need to inform Windows that your application is DPI aware!**
If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()` + call `::SetProcessDPIAware()`.
- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`.
- For GLFW: this is done automatically.
- For other Windows projects with other backends, or wrapper projects:
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
- Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `<dpiAware>` property.
### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
```
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
##### [Return to Index](#index)
---
### Q: How can I easily use icons in my application?
The most convenient and practical way is to merge an icon font such as FontAwesome inside your
main font. Then you can refer to icons within your strings.
Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.
##### [Return to Index](#index)
---
### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details.
##### [Return to Index](#index)
---
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
Since 1.92 (June 2025) and with an updated backend, it is not necessary to specify glyph ranges at all.
Before 1.92, when loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
// [BEFORE 1.92]
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
```
All your strings need to use UTF-8 encoding.
You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to `ImGui::GetMainViewport()->PlatformHandleRaw`
for the default implementation of `GetPlatformIO().Platform_SetImeDataFn()` to set your Microsoft IME position correctly.
##### [Return to Index](#index)
---
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
##### [Return to Index](#index)
---
### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
##### [Return to Index](#index)
---
### Q: Can you reskin the look of Dear ImGui?
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
---
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
---
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
## Dear ImGui: Using Fonts
The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
## Index
- [Troubleshooting](#troubleshooting)
- [New! Dynamic Fonts system in 1.92 (June 2025)](#new-dynamic-fonts-system-in-192-june-2025)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#fonts-loading-instructions)
- [Loading Font Data from Memory](#loading-font-data-from-memory)
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
- [Using Icon Fonts](#using-icon-fonts)
- [Excluding Overlapping Ranges](#excluding-overlapping-ranges)
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [About Filenames](#about-filenames)
- [About UTF-8 Encoding](#about-utf-8-encoding)
- [Debug Tools](#debug-tools)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links)
---------------------------------------
## Troubleshooting
**A vast majority of font and text related issues encountered comes from 4 things:**
### (1) Invalid filename due to use of `\` or unexpected working directory.
See [About Filenames](#about-filenames). AddFontXXX() functions should assert if the filename is incorrect.
### (2) Invalid UTF-8 encoding of your non-ASCII strings.
See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
### (3) Missing glyph ranges.
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
⏪ Before 1.92: you need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
This was a previous constraint of Dear ImGui (lifted in 1.92): when loading a font you need to specify which characters glyphs to load.
All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
### (4) Font atlas texture fails to upload to GPU.
🆕 **Since 1.92, with an up to date backend: atlas is built incrementally and dynamically resized, this is less likely to happen**
:rewind: This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
Some solutions:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
- Reduce glyphs ranges by calculating them from source localization data.
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.
##### [Return to Index](#index)
---------------------------------------
## New! Dynamic Fonts system in 1.92 (June 2025)
v1.92 introduces a newer, dynamic font system. It requires backend to support the `ImGuiBackendFlags_HasTextures` feature:
- Users of icons, Asian and non-English languages do not need to pre-build all glyphs ahead of time. Saving on loading time, memory, and also reducing issues with missing glyphs. Specifying glyph ranges is not needed anymore.
- `PushFont(NULL, new_size)` may be used anytime to change font size.
- Packing custom rectangles is more convenient as pixels may be written to immediately.
- Any update to fonts previously required backend specific calls to re-upload the texture, and said calls were not portable across backends. It is now possible to scale fonts etc. in a way that doesn't require you to make backend-specific calls.
- It is possible to plug a custom loader/backend to any font source.
See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
##### [Return to Index](#index)
---------------------------------------
## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
##### [Return to Index](#index)
---------------------------------------
## Fonts Loading Instructions
**Load default font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
🆕 **Since 1.92, with an up to date backend: passing a size is not necessary**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf");
```
:rewind: **Before 1.92, or without an up to date backend:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
```
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
**Load multiple fonts:**
```cpp
// Init
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf",);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf");
```
In your application loop, select which font to use:
```cpp
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2, 0.0f); // change font, keep current size
ImGui::Text("Hello with another font");
ImGui::PopFont();
```
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
config.OversampleH = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons
```
:rewind: **Before 1.92, or without an up to date backend:**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
io.Fonts->Build();
```
**Add a fourth parameter to bake specific font ranges only:**
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. All the GetGlyphRangesXXX() functions are marked obsolete.**
```cpp
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
**Example loading and using a Japanese font:**
🆕 **Since 1.92, with an up to date backend:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf");
```
:rewind: **Before 1.92, or without an up to date backend:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
##### [Return to Index](#index)
---------------------------------------
## Loading Font Data from Memory
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
```
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
```cpp
ImFontConfig font_cfg;
font_cfg.FontDataOwnedByAtlas = false;
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
```
##### [Return to Index](#index)
---------------------------------------
## Loading Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
---------------------------------------
## Using Icon Fonts
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. You can omit this parameter.**
Example Setup:
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config);
```
:rewind: **Before 1.92:**
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
```
Example Usage:
```cpp
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
```
See Links below for other icons fonts and related tools.
**Monospace Icons?**
To make your icon look more monospace and facilitate alignment, you may want to set the `ImFontConfig::GlyphMinAdvanceX` value when loading an icon font.
If you `GlyphMinAdvanceX` you need to pass a `font_size` to `AddFontXXX()` calls, as the MinAdvanceX value will be specified for the given size and scaled otherwise.
**Screenshot**
Here's an application using icons ("Avoyd", https://www.avoyd.com):
![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
##### [Return to Index](#index)
---------------------------------------
### Excluding Overlapping Ranges
🆕 **Since 1.92, with an up to date backend: glyphs ranges are ignored**: when loading a glyph, input fonts in the merge list are queried in order. The first font which has the glyph loads it.
<BR>‼️ **If you are merging several fonts, you may have undesirable overlapping ranges.** You can use `ImFontConfig::GlyphExcludeRanges[] `to specify ranges to ignore in a given Input.
```cpp
// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
ImFontConfig cfg1;
cfg1.GlyphExcludeRanges = exclude_ranges;
io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
// Add Font Source 2, which expects to use the range above
ImFontConfig cfg2;
cfg2.MergeMode = true;
io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
```
Another (silly) example:
```cpp
// Remove 'A'-'Z' from first font
static ImWchar exclude_ranges[] = { 'A', 'Z', 0 };
ImFontConfig cfg1;
cfg1.GlyphExcludeRanges = exclude_ranges;
io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
// Load another font to fill the gaps
ImFontConfig cfg2;
cfg2.MergeMode = true;
io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", 0.0f, &cfg2);
```
![image](https://github.com/user-attachments/assets/f3d751d3-1aee-4698-bd9b-f511902f56bb)
You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph.
##### [Return to Index](#index)
---------------------------------------
## Using FreeType Rasterizer (imgui_freetype)
- Dear ImGui uses [stb_truetype.h](https://github.com/nothings/stb/) to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- You can however use `imgui_freetype.cpp` from the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. Compile with this file and add `#define IMGUI_ENABLE_FREETYPE` to your imconfig.h file or build system to automatically activate it.
- FreeType supports auto-hinting which tends to improve the readability of small fonts. It makes a big difference especially at smaller resolutions.
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- Correct sRGB space blending will have an important effect on your font rendering quality.
##### [Return to Index](#index)
---------------------------------------
## Using Colorful Glyphs/Emojis
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
- Not all types of color fonts are supported by FreeType at the moment.
- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
```cpp
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
static ImFontConfig cfg;
cfg.MergeMode = true;
cfg.FontLoaderFlags |= ImGuiFreeTypeLoaderFlags_LoadColor;
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg);
```
##### [Return to Index](#index)
---------------------------------------
## Using Custom Glyph Ranges
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. Therefore this is not really useful any more.**
:rewind: You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
```
##### [Return to Index](#index)
---------------------------------------
## Using Custom Colorful Icons
🆕 **Since 1.92, with an up to date backend: this system has been revamped.**
TL;DR; With the new system, it is recommended that you create a custom `ImFontLoader` and register your fonts with it.
`AddCustomRectFontGlyph()` has been obsoleted because its API does not make much sense with resizable fonts.
You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466).
:rewind: **Before 1.92:**
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRect(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
#### Pseudo-code:
```cpp
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = nullptr;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
```
##### [Return to Index](#index)
---------------------------------------
## About Filenames
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
Two things to watch for:
(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
```cpp
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
```
In some situations, you may also use `/` path separator under Windows.
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
```cpp
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
```
##### [Return to Index](#index)
---------------------------------------
## About UTF-8 Encoding
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
This is a convenient way to confirm that your encoding is correct.
```cpp
ImGui::SeparatorText("CORRECT");
ImGui::DebugTextEncoding(u8"こんにちは");
ImGui::SeparatorText("INCORRECT");
ImGui::DebugTextEncoding("こんにちは");
```
![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0)
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
(2) To encode in UTF-8:
There are also compiler-specific ways to enforce UTF-8 encoding by default:
- Visual Studio compiler: `/utf-8` command-line flag.
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
```cpp
ImGui::Text(u8"hello");
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
```
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
Because of type usage of `u8""` in C++20 is a little more tedious:
```cpp
ImGui::Text((const char*)u8"こんにちは");
```
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
##### [Return to Index](#index)
---------------------------------------
## Debug Tools
#### Metrics/Debugger->Fonts
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
#### UTF-8 Encoding Viewer**
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
##### [Return to Index](#index)
---------------------------------------
## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder:
**Roboto-Medium.ttf**, by Christian Robetson
<br>Apache License 2.0
<br>https://fonts.google.com/specimen/Roboto
**Cousine-Regular.ttf**, by Steve Matteson
<br>Digitized data copyright (c) 2010 Google Corporation.
<br>Licensed under the SIL Open Font License, Version 1.1
<br>https://fonts.google.com/specimen/Cousine
**DroidSans.ttf**, by Steve Matteson
<br>Apache License 2.0
<br>https://www.fontsquirrel.com/fonts/droid-sans
**ProggyClean.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
**ProggyTiny.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
**Karla-Regular.ttf**, by Jonathan Pinhorn
<br>SIL OPEN FONT LICENSE Version 1.1
##### [Return to Index](#index)
## Font Links
#### ICON FONTS
- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
- FontAwesome https://fortawesome.github.io/Font-Awesome
- OpenFontIcons https://github.com/traverseda/OpenFontIcons
- Google Icon Fonts https://design.google.com/icons/
- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
- IcoMoon - Custom Icon font builder https://icomoon.io/app
#### REGULAR FONTS
- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
#### MONOSPACE FONTS
<img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
Pixel Perfect:
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular:
- ProggyVector if you want the old school Dear ImGui font to scale: https://github.com/bluescan/proggyfonts
- Google Noto Mono Fonts: https://www.google.com/get/noto/
- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
- Programmation fonts: http://s9w.github.io/font_compare/
- Inconsolata: http://www.levien.com/type/myfonts/inconsolata.html
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
##### [Return to Index](#index)

View File

@@ -1,67 +1,61 @@
dear imgui
Dear ImGui
=====
[![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
<sub>(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)</sub>
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
----
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Language bindings & framework backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### The Pitch
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
- Minimize state synchronization.
- Minimize UI-related state storage on user side.
- Minimize setup and maintenance.
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
- Easy to use to create code-driven and data-driven tools.
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- Easy to hack and improve.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
- Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
### Usage
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- imstb_rectpack.h
- imstb_textedit.h
- imstb_truetype.h
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
**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.
Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder.
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
Code:
```cp
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
```cpp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
// do stuff
}
MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png)
![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png)
Code:
```cpp
// Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
@@ -77,12 +71,14 @@ if (ImGui::BeginMenuBar())
ImGui::EndMenuBar();
}
// Edit a color (stored as ~4 floats)
// Edit a color stored as 4 floats
ImGui::ColorEdit4("Color", my_color);
// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
// Generate samples and plot them
float samples[100];
for (int n = 0; n < 100; n++)
samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
ImGui::PlotLines("Samples", samples, 100);
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
@@ -92,239 +88,133 @@ for (int n = 0; n < 50; n++)
ImGui::EndChild();
ImGui::End();
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif)
Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
### Releases & Changelogs
See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
### Demo
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples.
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20250625.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20250625.zip) (Windows, 1.92.0, built 2025/06/25, master) or [older binaries](https://www.dearimgui.com/binaries).
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables)
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
### Getting Started & Integration
### Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory take you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Languages: (third-party bindings)
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- Java: [jimgui](https://github.com/ice1000/jimgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Officially maintained backends/bindings (in repository):
- 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.
Frameworks:
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
### Upcoming Changes
Some of the goals for 2019 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019!
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)!
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
### References
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
| | |
|--|--|
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
### Support, Frequently Asked Questions (FAQ)
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org).
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
Private support is available for paying customers.
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
**Where is the documentation?**
See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
- Run the examples/ applications and explore them.
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?**
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples))
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br>**How can I load a different font than the default?**
<br>**How can I easily use icons in my application?**
<br>**How can I load multiple fonts?**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
<br>**How can I help?**
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
**Can you create elaborate/serious tools with Dear ImGui?**
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
**Can you reskin the look of Dear ImGui?**
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
**Why using C++ (as opposed to C)?**
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
How to help
-----------
**How can I help?**
- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project.
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact AT dearimgui DOT com).
**How can I help financing further development of Dear ImGui?**
Sponsors
--------
Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
### Sponsors
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
*Platinum-chocolate sponsors*
- Blizzard Entertainment
- Google
*Double-chocolate sponsors*
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
*Salty caramel supporters*
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
*Caramel supporters*
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer.
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Dear ImGui is using software and services provided free of charge for open source projects:
- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
License
-------

View File

@@ -1,101 +1,89 @@
dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
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/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/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) (#2304) -> also see docking reference to same #.
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: background options for child windows, border option (disable rounding).
- window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
- window: when window is very small, prioritize resize button over close button.
- window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045)
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574)
- window: top most window flag? more z-order control? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- 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 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/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- 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 visuals for Disabled/ReadOnly mode and expose publicly (#211)
- 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: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- widgets: checkbox: checkbox with custom glyph inside frame.
- 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.
- 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: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- 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: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- 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 layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- 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: 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: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
- 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 cut/paste without selection (cut/paste the current line)
- 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)
- input text multi-line: better horizontal scrolling support (#383, #1224)
@@ -103,10 +91,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
@@ -116,124 +103,119 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
- group: BeginGroup() needs a border option. (~#1496)
- group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
!- 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. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: option/feature: draw the zero line
- plot: option/feature: draw grid, vertical markers
- plot: option/feature: draw unit
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- 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 force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
- 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)
- separator: width, thickness, centering (#1643)
- separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643, #2657)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: merge docking branch (#2109)
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- 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.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- button: provide a button that looks framed. (?)
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging
- slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag.
- slider: style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
- drag float: power/logarithmic slider and drags are weird. (#1316)
- 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: use clipper: make it easier to disable clipper with a single flag.
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658)
- 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: refactor and clean the begin/end api
- listbox: multiple selection.
- 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 stash)
- 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: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
- 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)
- popups/modal: make modal title bar blink when trying to click outside the modal
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497)
- 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)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: add a highlighted text color (for headers, etc.)
@@ -248,132 +230,143 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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
- log: carry on indent / tree depth when opening a child window
- log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- drag and drop: fix/support/options for overlapping drag sources.
- 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.
- 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)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
- drag and drop: allow for multiple payload types. (#143)
- drag and drop: make payload optional? (#143)
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- node/graph editor (#306)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- markup: simple markup language for color change? (#902, #3130)
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002)
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: PushFontSize API (#1018)
- 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: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- 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)
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
- font/draw: fix for drawing 16k+ visible characters in same call.
- font/draw: underline, squiggle line rendering helpers.
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before atlas has been built.
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: ESC within a menu of a child window seems to exit the child window.
- nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item
- nav: holding space to repeat a button doesn't show button activated during hold.
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- 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: init request doesn't select items that are part of 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: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- 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)
- 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 NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- 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?
- nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- 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)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- 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)
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- 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: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*?
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstrate Plot offset
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
- examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: report it better when not able to create texture?
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- 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: 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)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays

View File

@@ -1,46 +0,0 @@
(Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:**
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Please do not forget this!
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```

View File

@@ -1,6 +0,0 @@
(Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
(Clear this template before submitting your PR)

42
examples/.gitignore vendored
View File

@@ -1,42 +0,0 @@
build/*
*/Debug/*
*/Release/*
*/x64/*
*.o
*.obj
*.exe
## Visual Studio cruft
.vs/*
*/ipch/*
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Xcode cruft
.DS_Store
project.xcworkspace
xcuserdata
## Emscripten output
*.o.tmp
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_glut_opengl2/example_glut_opengl2
example_null/example_null
example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files
imgui.ini

View File

@@ -1,266 +1,9 @@
-----------------------------------------------------------------------
dear imgui, v1.73
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
-----------------------------------------------------------------------
See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
Dear ImGui is highly portable and only requires a few things to run and render:
Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
Examples = Standalone applications showcasing integration with platforms/graphics api.
- Providing mouse/keyboard inputs
- Uploading the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
Some Examples have extra README files in their respective directory, please check them too!
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and examples bindings which we are describing here (examples/ folder).
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
This folder contains two things:
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
They are the imgui_impl_XXXX files found in the examples/ folder.
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
You can find binaries of some of those example applications at:
http://www.dearimgui.org/binaries
---------------------------------------
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.
---------------------------------------
EXAMPLE BINDINGS
---------------------------------------
Most the example bindings are split in 2 parts:
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
List of Renderer Bindings in this repository:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------
Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
example_null
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
example_sdl_directx11/
SDL2 + DirectX11 example, Windows only.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.
example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.
Once Dear ImGui is running (in either examples or your own application/game/engine),
run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.

View File

@@ -5,29 +5,32 @@ Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
# How to Build
### On Ubuntu 14.04+
### On Ubuntu 14.04+ and macOS
```bash
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
```
On macOS, install Allegro with homebrew: `brew install allegro`.
### On Windows with Visual Studio's CLI
You may install Allegro using vcpkg:
```
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
.\bootstrap-vcpkg.bat
.\vcpkg install allegro5
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
bootstrap-vcpkg.bat
vcpkg install allegro5 --triplet=x86-windows ; for win32
vcpkg install allegro5 --triplet=x64-windows ; for win64
vcpkg integrate install ; register include / libs in Visual Studio
```
Build:
```
set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
```

View File

@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@@ -19,7 +19,7 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
<ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
<RootNamespace>example_allegro5</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</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>v110</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>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -90,7 +90,8 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -104,7 +105,8 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -120,8 +122,9 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -140,8 +143,9 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -158,8 +162,9 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_allegro5.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
<ClCompile Include="imconfig_allegro5.h" />
<ClCompile Include="main.cpp" />
</ItemGroup>
@@ -167,10 +172,11 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_allegro5.h" />
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -22,12 +22,15 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_allegro5.cpp">
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imconfig_allegro5.h">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
@@ -42,14 +45,17 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_allegro5.h">
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

View File

@@ -1,5 +1,18 @@
// dear imgui: standalone example application for Allegro 5
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for Allegro 5
// 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
// On Windows, you can install Allegro5 using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install allegro5 --triplet=x86-windows ; for win32
// vcpkg install allegro5 --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
#include <stdint.h>
#include <allegro5/allegro.h>
@@ -26,29 +39,31 @@ int main(int, char**)
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplAllegro5_Init(display);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
//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);
bool show_demo_window = true;
bool show_another_window = false;
@@ -60,8 +75,8 @@ int main(int, char**)
{
// 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.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// - 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.
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
@@ -85,7 +100,7 @@ int main(int, char**)
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 created a named 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;
@@ -104,7 +119,7 @@ int main(int, char**)
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
@@ -120,7 +135,7 @@ int main(int, char**)
// Rendering
ImGui::Render();
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display();
}

View File

@@ -0,0 +1,40 @@
cmake_minimum_required(VERSION 3.6)
project(ImGuiExample)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
add_library(${CMAKE_PROJECT_NAME} SHARED
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
)
set(CMAKE_SHARED_LINKER_FLAGS
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
IMGUI_IMPL_OPENGL_ES3
)
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../..
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
${ANDROID_NDK}/sources/android/native_app_glue
)
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
android
EGL
GLESv3
log
)

View File

@@ -0,0 +1,14 @@
build/
*.iml
.gradle
.idea
.DS_Store
/captures
.externalNativeBuild
.cxx
local.properties
# Android Studio puts a Gradle wrapper here, that we don't want:
gradle/
!gradle/libs.versions.toml
gradlew*

View File

@@ -0,0 +1,37 @@
plugins {
alias(libs.plugins.android.application)
alias(libs.plugins.kotlin.android)
}
android {
namespace 'imgui.example.android'
compileSdk 36
defaultConfig {
applicationId "imgui.example.android"
minSdk 24
targetSdk 36
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11
}
kotlinOptions {
jvmTarget = '11'
}
externalNativeBuild {
cmake {
path file('../../CMakeLists.txt')
version '3.22.1'
}
}
}

View File

@@ -0,0 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<application
android:label="ImGuiExample"
android:allowBackup="false"
android:fullBackupContent="false"
android:hasCode="true">
<activity
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize"
android:exported="true">
<meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

View File

@@ -0,0 +1,40 @@
package imgui.example.android
import android.app.NativeActivity
import android.os.Bundle
import android.content.Context
import android.view.inputmethod.InputMethodManager
import android.view.KeyEvent
import java.util.concurrent.LinkedBlockingQueue
class MainActivity : NativeActivity() {
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
}
fun showSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.showSoftInput(this.window.decorView, 0)
}
fun hideSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
}
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
// KeyEvent and not consumed by any View before it reaches here
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
if (event.action == KeyEvent.ACTION_DOWN) {
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
}
return super.dispatchKeyEvent(event)
}
fun pollUnicodeChar(): Int {
return unicodeCharacterQueue.poll() ?: 0
}
}

View File

@@ -0,0 +1,5 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
plugins {
alias(libs.plugins.android.application) apply false
alias(libs.plugins.kotlin.android) apply false
}

View File

@@ -0,0 +1,8 @@
[versions]
agp = "8.12.0"
kotlin = "2.0.21"
[plugins]
android-application = { id = "com.android.application", version.ref = "agp" }
kotlin-android = { id = "org.jetbrains.kotlin.android", version.ref = "kotlin" }

View File

@@ -0,0 +1,22 @@
pluginManagement {
repositories {
google {
content {
includeGroupByRegex("com\\.android.*")
includeGroupByRegex("com\\.google.*")
includeGroupByRegex("androidx.*")
}
}
mavenCentral()
gradlePluginPortal()
}
}
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
google()
mavenCentral()
}
}
include ':app'

View File

@@ -0,0 +1,382 @@
// dear imgui: standalone example application for Android + OpenGL ES 3
// 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_android.h"
#include "imgui_impl_opengl3.h"
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/asset_manager.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <string>
// Data
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = nullptr;
static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample";
static std::string g_IniFilename = "";
// Forward declarations of helper functions
static void Init(struct android_app* app);
static void Shutdown();
static void MainLoopStep();
static int ShowSoftKeyboardInput();
static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data);
// Main code
static void handleAppCmd(struct android_app* app, int32_t appCmd)
{
switch (appCmd)
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
Init(app);
break;
case APP_CMD_TERM_WINDOW:
Shutdown();
break;
case APP_CMD_GAINED_FOCUS:
case APP_CMD_LOST_FOCUS:
break;
}
}
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
{
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
}
void android_main(struct android_app* app)
{
app->onAppCmd = handleAppCmd;
app->onInputEvent = handleInputEvent;
while (true)
{
int out_events;
struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != nullptr)
out_data->process(app, out_data);
// Exit the app by returning from within the infinite loop
if (app->destroyRequested != 0)
{
// shutdown() should have been called already while processing the
// app command APP_CMD_TERM_WINDOW. But we play save here
if (!g_Initialized)
Shutdown();
return;
}
}
// Initiate a new frame
MainLoopStep();
}
}
void Init(struct android_app* app)
{
if (g_Initialized)
return;
g_App = app;
ANativeWindow_acquire(g_App->window);
// Initialize EGL
// This is mostly boilerplate code for EGL...
{
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (g_EglDisplay == EGL_NO_DISPLAY)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
EGLint num_configs = 0;
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
if (num_configs == 0)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
// Get the first matching config
EGLConfig egl_config;
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
EGLint egl_format;
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// Redirect loading/saving of .ini file to our location.
// Make sure 'g_IniFilename' persists while we use Dear ImGui.
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
io.IniFilename = g_IniFilename.c_str();;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window);
ImGui_ImplOpenGL3_Init("#version 300 es");
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg);
//void* font_data;
//int font_data_size;
//ImFont* font;
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f);
//IM_ASSERT(font != nullptr);
// Arbitrary scale-up
// FIXME: Put some effort into DPI awareness
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true;
}
void MainLoopStep()
{
ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY)
return;
// Our state
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll Unicode characters via JNI
// FIXME: do not call this every frame because of JNI overhead
PollUnicodeChars();
// Open on-screen (soft) input if requested by Dear ImGui
static bool WantTextInputLast = false;
if (io.WantTextInput && !WantTextInputLast)
ShowSoftKeyboardInput();
WantTextInputLast = io.WantTextInput;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_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();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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());
eglSwapBuffers(g_EglDisplay, g_EglSurface);
}
void Shutdown()
{
if (!g_Initialized)
return;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplAndroid_Shutdown();
ImGui::DestroyContext();
if (g_EglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (g_EglContext != EGL_NO_CONTEXT)
eglDestroyContext(g_EglDisplay, g_EglContext);
if (g_EglSurface != EGL_NO_SURFACE)
eglDestroySurface(g_EglDisplay, g_EglSurface);
eglTerminate(g_EglDisplay);
}
g_EglDisplay = EGL_NO_DISPLAY;
g_EglContext = EGL_NO_CONTEXT;
g_EglSurface = EGL_NO_SURFACE;
ANativeWindow_release(g_App->window);
g_Initialized = false;
}
// Helper functions
// Unfortunately, there is no way to show the on-screen input from native code.
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
static int ShowSoftKeyboardInput()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
if (method_id == nullptr)
return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
static int PollUnicodeChars()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
if (method_id == nullptr)
return -4;
// Send the actual characters to Dear ImGui
ImGuiIO& io = ImGui::GetIO();
jint unicode_character;
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
io.AddInputCharacter(unicode_character);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
static int GetAssetData(const char* filename, void** outData)
{
int num_bytes = 0;
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
if (asset_descriptor)
{
num_bytes = AAsset_getLength(asset_descriptor);
*outData = IM_ALLOC(num_bytes);
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
AAsset_close(asset_descriptor);
IM_ASSERT(num_bytes_read == num_bytes);
}
return num_bytes;
}

View File

@@ -0,0 +1,21 @@
# Makefile for example_apple_metal, for macOS only (**not iOS**)
CXX = clang++
EXE = example_apple_metal
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_osx.mm $(IMGUI_DIR)/backends/imgui_impl_metal.mm
CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
FRAMEWORKS = -framework AppKit -framework Metal -framework MetalKit -framework QuartzCore -framework GameController
all: $(EXE)
$(EXE): $(SOURCES)
$(CXX) $(CXXFLAGS) $^ $(FRAMEWORKS) -o $@
run: all
./$(EXE)
clean:
rm -f $(EXE) *.o

View File

@@ -4,5 +4,7 @@
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.

View File

@@ -1,18 +0,0 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
#else
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end
#endif

View File

@@ -1,11 +0,0 @@
#import "AppDelegate.h"
@implementation AppDelegate
#if TARGET_OS_OSX
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
return YES;
}
#endif
@end

View File

@@ -1,8 +0,0 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
@end

View File

@@ -1,129 +0,0 @@
#import "Renderer.h"
#import <Metal/Metal.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface Renderer ()
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
{
self = [super init];
if(self)
{
_device = view.device;
_commandQueue = [_device newCommandQueue];
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplMetal_Init(_device);
}
return self;
}
- (void)drawInMTKView:(MTKView *)view
{
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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 *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
{
}
@end

View File

@@ -1,19 +0,0 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end
#else
#import <Cocoa/Cocoa.h>
@interface ViewController : NSViewController
@end
#endif

View File

@@ -1,129 +0,0 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface ViewController ()
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) Renderer *renderer;
@end
@implementation ViewController
- (MTKView *)mtkView {
return (MTKView *)self.view;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
}
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
self.mtkView.delegate = self.renderer;
#if TARGET_OS_OSX
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream, though we
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
if (event.type == NSEventTypeKeyDown && wantsCapture) {
return nil;
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
#elif TARGET_OS_IOS
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event {
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
hasActiveTouch = YES;
break;
}
}
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
#endif
@end

View File

@@ -1,22 +0,0 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char * argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#else
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}
#endif

View File

@@ -3,33 +3,30 @@
archiveVersion = 1;
classes = {
};
objectVersion = 48;
objectVersion = 54;
objects = {
/* Begin PBXBuildFile section */
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
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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 */; };
8307E7CC20E9F9C900473790 /* ViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7CB20E9F9C900473790 /* ViewController.mm */; };
8307E7CF20E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7CD20E9F9C900473790 /* Main.storyboard */; };
8307E7DE20E9F9C900473790 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7DD20E9F9C900473790 /* AppDelegate.m */; };
8307E7E420E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7E220E9F9C900473790 /* Main.storyboard */; };
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8309BDA5253CCC070045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
8309BDA8253CCC080045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */; };
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */; };
8309BDFC253CDAB30045E2A1 /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDF7253CDAAE0045E2A1 /* LaunchScreen.storyboard */; };
8309BE04253CDAB60045E2A1 /* MainMenu.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */; };
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E420EB46B900295997 /* Metal.framework */; };
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E620EB46BD00295997 /* MetalKit.framework */; };
83BBE9E920EB46C100295997 /* ModelIO.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E820EB46C100295997 /* ModelIO.framework */; };
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EA20EB471700295997 /* MetalKit.framework */; };
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EB20EB471700295997 /* Metal.framework */; };
83BBE9EF20EB471C00295997 /* ModelIO.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EE20EB471C00295997 /* ModelIO.framework */; };
83BBE9FE20EB54D800295997 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 83BBE9FD20EB54D800295997 /* imgui_impl_metal.mm */; };
83BBE9FF20EB54D800295997 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 83BBE9FD20EB54D800295997 /* imgui_impl_metal.mm */; };
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0220EB54E700295997 /* imgui_demo.cpp */; };
@@ -39,33 +36,31 @@
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
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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>"; };
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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>"; };
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8307E7BB20E9F9C700473790 /* Renderer.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = Renderer.h; sourceTree = "<group>"; };
8307E7BC20E9F9C700473790 /* Renderer.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = Renderer.mm; sourceTree = "<group>"; };
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83BBEA0220EB54E700295997 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
@@ -78,7 +73,8 @@
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buildActionMask = 2147483647;
files = (
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8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
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@@ -88,8 +84,10 @@
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buildActionMask = 2147483647;
files = (
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050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
@@ -101,32 +99,12 @@
isa = PBXGroup;
children = (
83BBE9F020EB544400295997 /* imgui */,
8307E7BA20E9F9C700473790 /* Shared */,
8307E7C620E9F9C900473790 /* iOS */,
8307E7DB20E9F9C900473790 /* macOS */,
8309BD9E253CCBA70045E2A1 /* example */,
8307E7C520E9F9C900473790 /* Products */,
83BBE9E320EB46B800295997 /* Frameworks */,
);
sourceTree = "<group>";
};
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isa = PBXGroup;
children = (
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83BBE9FD20EB54D800295997 /* imgui_impl_metal.mm */,
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836D2A2D20EE208E0098E909 /* imgui_impl_osx.mm */,
8307E7DC20E9F9C900473790 /* AppDelegate.h */,
8307E7DD20E9F9C900473790 /* AppDelegate.m */,
8307E7BB20E9F9C700473790 /* Renderer.h */,
8307E7BC20E9F9C700473790 /* Renderer.mm */,
8307E7CA20E9F9C900473790 /* ViewController.h */,
8307E7CB20E9F9C900473790 /* ViewController.mm */,
8307E7E620E9F9C900473790 /* main.m */,
);
path = Shared;
sourceTree = "<group>";
};
8307E7C520E9F9C900473790 /* Products */ = {
isa = PBXGroup;
children = (
@@ -136,22 +114,30 @@
name = Products;
sourceTree = "<group>";
};
8307E7C620E9F9C900473790 /* iOS */ = {
8309BD9E253CCBA70045E2A1 /* example */ = {
isa = PBXGroup;
children = (
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8307E7D320E9F9C900473790 /* Info-iOS.plist */,
836D2A3120EE4A900098E909 /* Launch Screen.storyboard */,
8309BDF6253CDAAE0045E2A1 /* iOS */,
8309BDF9253CDAAE0045E2A1 /* macOS */,
8309BDA0253CCBC10045E2A1 /* main.mm */,
);
name = example;
sourceTree = "<group>";
};
8309BDF6253CDAAE0045E2A1 /* iOS */ = {
isa = PBXGroup;
children = (
8309BDF7253CDAAE0045E2A1 /* LaunchScreen.storyboard */,
8309BDF8253CDAAE0045E2A1 /* Info-iOS.plist */,
);
path = iOS;
sourceTree = "<group>";
};
8307E7DB20E9F9C900473790 /* macOS */ = {
8309BDF9253CDAAE0045E2A1 /* macOS */ = {
isa = PBXGroup;
children = (
8307E7E220E9F9C900473790 /* Main.storyboard */,
8307E7E520E9F9C900473790 /* Info-macOS.plist */,
8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */,
8309BDFB253CDAAE0045E2A1 /* Info-macOS.plist */,
);
path = macOS;
sourceTree = "<group>";
@@ -159,6 +145,11 @@
83BBE9E320EB46B800295997 /* Frameworks */ = {
isa = PBXGroup;
children = (
050450AC276863B000AB6805 /* QuartzCore.framework */,
05A275432773BEA20084EF39 /* QuartzCore.framework */,
05318E0E274C397200A8DE2E /* GameController.framework */,
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
83BBE9EE20EB471C00295997 /* ModelIO.framework */,
83BBE9EB20EB471700295997 /* Metal.framework */,
83BBE9EA20EB471700295997 /* MetalKit.framework */,
@@ -172,6 +163,11 @@
83BBE9F020EB544400295997 /* imgui */ = {
isa = PBXGroup;
children = (
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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 */,
83BBEA0020EB54E700295997 /* imgui.h */,
@@ -226,7 +222,8 @@
8307E7B620E9F9C700473790 /* Project object */ = {
isa = PBXProject;
attributes = {
LastUpgradeCheck = 0940;
BuildIndependentTargetsInParallel = YES;
LastUpgradeCheck = 1530;
ORGANIZATIONNAME = "Warren Moore";
TargetAttributes = {
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@@ -263,9 +260,7 @@
isa = PBXResourcesBuildPhase;
buildActionMask = 2147483647;
files = (
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836D2A3020EE4A180098E909 /* Default-568h@2x.png in Resources */,
8309BDFC253CDAB30045E2A1 /* LaunchScreen.storyboard in Resources */,
);
runOnlyForDeploymentPostprocessing = 0;
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@@ -273,7 +268,7 @@
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buildActionMask = 2147483647;
files = (
8307E7E420E9F9C900473790 /* Main.storyboard in Resources */,
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);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -284,15 +279,13 @@
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
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8307E7CC20E9F9C900473790 /* ViewController.mm in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
83BBE9DF20EB40AE00295997 /* AppDelegate.m in Sources */,
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBE9FE20EB54D800295997 /* imgui_impl_metal.mm in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
83BBE9DE20EB3FFC00295997 /* main.m in Sources */,
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
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runOnlyForDeploymentPostprocessing = 0;
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@@ -300,40 +293,19 @@
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83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8307E7E720E9F9C900473790 /* main.m in Sources */,
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBE9FF20EB54D800295997 /* imgui_impl_metal.mm in Sources */,
836D2A2E20EE208E0098E909 /* imgui_impl_osx.mm in Sources */,
8307E7DE20E9F9C900473790 /* AppDelegate.m in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
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runOnlyForDeploymentPostprocessing = 0;
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8307E7CD20E9F9C900473790 /* Main.storyboard */ = {
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children = (
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name = Main.storyboard;
sourceTree = "<group>";
};
8307E7E220E9F9C900473790 /* Main.storyboard */ = {
isa = PBXVariantGroup;
children = (
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name = Main.storyboard;
sourceTree = "<group>";
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8307E7EE20E9F9C900473790 /* Debug */ = {
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@@ -361,6 +333,7 @@
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
@@ -368,9 +341,11 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
DEAD_CODE_STRIPPING = YES;
DEBUG_INFORMATION_FORMAT = dwarf;
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
ENABLE_USER_SCRIPT_SANDBOXING = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO;
GCC_NO_COMMON_BLOCKS = YES;
@@ -416,6 +391,7 @@
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
@@ -423,9 +399,11 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
DEAD_CODE_STRIPPING = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_USER_SCRIPT_SANDBOXING = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
@@ -445,12 +423,16 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
IPHONEOS_DEPLOYMENT_TARGET = 12.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Debug;
};
@@ -461,12 +443,16 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
IPHONEOS_DEPLOYMENT_TARGET = 12.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
VALIDATE_PRODUCT = YES;
};
name = Release;
@@ -477,13 +463,18 @@
CODE_SIGN_IDENTITY = "-";
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
DEAD_CODE_STRIPPING = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Debug;
};
@@ -493,13 +484,18 @@
CODE_SIGN_IDENTITY = "-";
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
DEAD_CODE_STRIPPING = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Release;
};

View File

@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14113" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BV1-FR-VrT">
<device id="retina4_7" orientation="portrait">
<adaptation id="fullscreen"/>
</device>
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14088"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="ViewController" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="MTKView">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<viewLayoutGuide key="safeArea" id="BKg-qs-eN0"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

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Width:  |  Height:  |  Size: 1.6 KiB

View File

@@ -21,9 +21,7 @@
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>Launch Screen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<string>LaunchScreen</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>

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