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1408 Commits

Author SHA1 Message Date
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dcdb145713 Docs: Fix outdated link in freetype docs (#6568) 2023-07-04 12:23:13 +02:00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
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
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
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
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
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
bf87fbcbcc Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) 2023-03-22 18:58:32 +01:00
ocornut
ad44f5831a Merge branch 'master' into docking 2023-03-21 17:04:54 +01:00
Bruno Perković
5320a6ebd3 Backends: Made SDL3 backend compatible with commit 698dbd8. (#6255, #6146) 2023-03-21 12:17:54 +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
ocornut
85beda96de Backends: GLFW: Fix Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) 2023-03-15 14:51:46 +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
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
e2cede6542 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-03-08 17:41:32 +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
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
192196711a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-02-14 16:01:11 +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
0d7d877cb5 Backends: SDL3: Update for latest.
Note that resizing secondary viewports seems broken.
2023-02-10 14:45:52 +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
c807192abc Tables: amend f799a29 with a better solution + fix potential overflow (#6140) 2023-02-03 22:50:58 +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
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
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
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
88dfd85e92 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-01-21 00:49:06 +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
d822c65317 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
2023-01-05 15:58:49 +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
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
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
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
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
d3025cde37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-12-06 22:13:12 +01:00
ocornut
5eda547e6f Merge branch 'master' into docking 2022-12-06 15:10:09 +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
540909bddf Fixed version string for consistency (#5918) 2022-11-28 14:42:37 +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
d2f9c5dfb7 Viewports: moving PlatformWindowCreated field to public structure. (#5882) 2022-11-24 16:39:45 +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
94e850fd6f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-11-15 15:40:54 +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
a571933f8b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-11-09 15:59:26 +01:00
ocornut
4d5da74c79 Merge branch 'master' into docking 2022-11-08 20:44:04 +01:00
ocornut
5728f2e15f Fix build with IMGUI_DISABLE_DEBUG_TOOLS 2022-11-04 16:47:04 +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
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
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
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
f87e891f18 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-10-14 18:50:40 +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
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
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
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
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
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
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
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
64b88da21b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2022-09-09 20:48:57 +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
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
bc2002ab92 Merge branch 'master' into docking 2022-09-01 20:54:37 +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
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
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
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
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
ocornut
e9f50fb87c Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-08-03 22:04:03 +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
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
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
ocornut
21fc57f2cf Merge branch 'master' into docking 2022-07-08 16:09:30 +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
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
9cd9c2eff9 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
2022-06-21 18:28:33 +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
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
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
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
e900ca355e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui.h
2022-06-10 19:29:17 +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
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
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
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
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
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
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
ocornut
8dd5425182 Merge branch 'master' into docking
# Conflicts:
#	docs/TODO.txt
2022-04-22 19:15:37 +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
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
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
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
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
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
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
1ee252772a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-02-07 18:20:10 +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
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
08350e53e7 Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (#4960) 2022-01-31 11:47:44 +01:00
ocornut
27004aca70 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
# Conflicts:
#	imgui.cpp
2022-01-28 15:53:41 +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
f1a073186c Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) 2022-01-25 17:28:43 +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
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
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
e51a0a80ca IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (#4905, #4858) 2022-01-13 18:43:58 +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
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
9ce0f35ef3 Backends: OSX: Fixed typo. 2022-01-10 15:48:12 +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
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
ocornut
afb1180d7d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2022-01-03 21:52:31 +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
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
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
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
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
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
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
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
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
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
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
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
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
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
ocornut
7f38773b73 Fixed crash on right-click without modal, introduced by previous commit a3667f46, (#4729) 2021-11-17 12:46:30 +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
2080d12bd9 Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0. (#3152, #2871) 2021-11-16 01:10:10 +01:00
ocornut
dc8c3618e8 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2021-11-10 15:26:03 +01:00
ocornut
b17dffffb3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 20:52:54 +01:00
ocornut
c1d2793580 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 15:26:01 +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
bac748fa95 Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656) 2021-10-15 17:16:26 +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
29653273c1 Docking: reinstate io.ConfigDockingWithShift option. (#4643)
This more or less reverts commit 3ed07a8f0b.
2021-10-13 16:47:29 +02:00
ocornut
1b215ecb01 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-10-11 19:25:50 +02:00
ocornut
1780579403 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-10-06 17:57:11 +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
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
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
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
8dfb52245b Docking: bits. 2021-09-13 20:40:30 +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
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
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
53589092b2 Docking: warning fix for when IM_ASSERT() is empty 2021-08-31 13:49:11 +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
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
58f5092c53 Docking: fixed settings load issue when mouse wheeling. (#4310) 2021-08-24 20:33:00 +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
2e01952b35 Fix BeginDisabled(false), (#211, #4452) 2021-08-20 20:31:17 +02:00
ocornut
5a7d18a441 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-08-20 18:15:25 +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
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
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
7bfc379a23 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-07-19 21:58:06 +02:00
David Maas
3d5dc0d939 Added missing IMGUI_API to GetViewportPlatformMonitor. (#4309) 2021-07-12 18:29:37 +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
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
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
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
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
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
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
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
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
a44d4da87c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2021-06-08 18:38:51 +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
f53db3541a Docking: comments (#4189) 2021-06-04 14:55:40 +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
1ad1429c6d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2021-05-25 18:45:54 +02:00
ocornut
1b435ae3e0 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-05-24 17:49:20 +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
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
warriormaster12
2cdfcb8fd2 Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (#4151, #3759, #3227) 2021-05-18 15:08:04 +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
33cdbe97b8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-04-19 20:05:59 +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
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
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
65cd14502c Fix popup positioning, broken by 84e6fe4. (#3991, #3982) 2021-03-31 19:10:12 +02:00
ocornut
6ddcdbe3e8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2021-03-31 16:41:17 +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
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
5991851eb9 Docking: DockSpace() returns its node ID + adding branch changelog. 2021-03-26 18:40:19 +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
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
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
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
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
085cff2fe5 Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) 2021-03-18 18:16:49 +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
2231e1a369 Docking: Dockspace() never draws a background. (#3924) 2021-03-16 14:30:36 +01:00
ocornut
256594575d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-03-15 20:38:34 +01:00
CheckmateAt7
cfe83c4b44 Removed deprecated flag stopping compilation (#3902) 2021-03-12 18:02:46 +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
f1bf642e8f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	misc/debuggers/imgui.natvis
2021-03-11 16:32:14 +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
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
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
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
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
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
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
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
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
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
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
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
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
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
Sammy Fatnassi
376c88a864 Fixed some compile warnings with Clang on Windows (#3754) 2021-01-26 14:10:10 +01:00
ocornut
bb26751b94 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-01-21 20:38:42 +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
388ca563db Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
2021-01-15 19:20:42 +01:00
ocornut
70703da782 Merge branch 'master' into docking 2021-01-08 18:55:16 +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
ocornut
7b53551032 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2020-12-22 17:17:49 +01:00
ocornut
06e87014f2 Merge branch 'master' into docking
# Conflicts:
#	imgui.h
#	imgui_internal.h
2020-12-11 23:10:06 +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
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
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
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
b2a91dc390 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-11-13 22:04:28 +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
e3ac52630a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-10-31 00:47:57 +01:00
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
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
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
682249396f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-10-08 16:05:55 +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
c49330fc52 Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499) 2020-09-30 14:11:22 +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
Sven Balzer
42575d4a99 Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) 2020-09-17 09:47:04 +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
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
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
Doug Binks
aa8e09d7f1 Backends: GLFW: workaround for cases where glfwGetMonitorWorkarea fails (#3457) 2020-09-07 10:49:34 +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
8dacb4da20 Docking: Fixed DockNode tab bar initial order broken by 8c80d533d 2020-09-02 12:11:45 +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
34077c0140 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-09-01 12:07:35 +02:00
ocornut
600b8f60b4 Docking: Fixed crash in metrics. 2020-08-28 20:20:28 +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
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
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
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
05bc204dbd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.h
2020-08-18 17:51:43 +02:00
omar
b36d1d465d Docking: Untangle a little bit of the ActiveIdClickOffset mess. 2020-08-18 12:40:43 +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
omar
a9626e1162 Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109) 2020-08-11 11:52:13 +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
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
de1588928b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-08-03 19:54:31 +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
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
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
cbade7b16d Docking: Workaround recovery for node created without the _ockSpace flags later becoming DockSpace. (#3340) 2020-07-10 19:17:49 +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
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
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
90ea7e2f2f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-06-30 16:43:16 +02:00
omar
ddabfc3477 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-06-29 17:15:40 +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
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
omar
5628416bd3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2020-06-25 14:03:40 +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
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
ocornut
2665288b30 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-11 11:36:38 +02:00
ocornut
8baa4ccff5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-06 20:31:24 +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
0fe5170bc4 Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch + comments (#1542) 2020-05-25 16:28:55 +02:00
ocornut
615e9ae345 Docking: Fix undocking (#3243), amend 7b3d3798 (#1738) 2020-05-18 15:08:47 +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
omar
1cd32d3afe Docking: moving small docking context to imgui_internal.h, removed unnecessary indirection, renaming. 2020-05-14 00:19:56 +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
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
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
538d28e29e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-05-08 00:00:03 +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
5116eee108 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-05-04 15:05:07 +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
ocornut
266dff9bed Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2020-04-20 11:33:56 +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
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
71eb4034eb Viewports: Fixed viewport merge code not testing the Minimized flag correctly. (#3118) 2020-04-12 17:48:24 +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
3930472f34 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-04-06 18:16:13 +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
0e884304ee Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
2020-04-02 14:27:48 +02:00
omar
9085c2cae2 Docking: Fixed unused definition leftover from a hasty merge. 2020-03-24 18:51:04 +01:00
Rokas Kupstys
e8568f3ec9 Menus: Fix appending to main menubar (#3068). 2020-03-24 18:20:06 +01:00
omar
16a9488c13 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2020-03-19 12:44:53 +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
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
91ac93f9a6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-03-03 17:06:38 +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
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
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
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
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
8432d1bfc7 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2020-02-10 14:03:12 +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
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
4b4be11fd2 Docking: Clarifying that DockNode!=NULL when DockIsActive. Comments. Cleanup. 2020-01-31 14:57:47 +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
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
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
f68075b333 Docking: Added DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear (experimental) 2020-01-24 14:20:52 +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
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
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
Rokas Kupstys
f6951bb67d Viewports: SDL2: Honor NoTaskBarIcon flag under non Win32 OS. (#2117) 2020-01-07 21:13:24 +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
07eb7adbb4 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-12-20 16:36:41 +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
c706ff6f3a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2019-12-18 20:49:41 +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
927580d4a8 Docking: Cleanup, rename DockNodePreviewDockCalc() -> DockNodePreviewDockSetup() 2019-12-04 23:06:36 +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
omar
8d1b82d596 Docking: Internals: Rename StartMouseDragFromTitleBar() -> StartMouseMovingWindowOrNode(), clarify. 2019-11-27 15:51:15 +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
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
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
3895363432 Merge branch 'master' into docking inc alter GetWindowResizeID
# Conflicts:
#	imgui.cpp
2019-11-18 13:58:50 +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
omar
c3fd4ae473 Docking: comments 2019-11-12 11:06:02 +01:00
omar
69b5c2f541 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-11-08 15:45:12 +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
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
omar
32380a0112 Viewport: Store current dpi scale in context. 2019-10-29 16:43:11 +01:00
omar
664fb38e39 Docking: child windows don't use style.ChildRounding. 2019-10-25 11:13:51 +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
7b77cb3bb8 Backend: DX12: Fixed incorrect assert (#2851) 2019-10-21 13:38:33 +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
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
omar
bf4880f6a2 Merge branch 'master' into docking 2019-10-07 19:14:37 +02:00
omar
e0c0e53edf Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-10-04 19:22:42 +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
122 changed files with 14419 additions and 1265 deletions

View File

@@ -479,8 +479,8 @@ jobs:
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
emsdk-master/emsdk install 3.1.37
emsdk-master/emsdk activate 3.1.37
- name: Build example_sdl2_opengl3 with Emscripten
run: |

View File

@@ -462,8 +462,9 @@ void ImGui_ImplAllegro5_Shutdown()
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
io.BackendPlatformUserData = nullptr;
io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
IM_DELETE(bd);
}

View File

@@ -269,6 +269,8 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
void ImGui_ImplAndroid_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplAndroid_NewFrame()

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -12,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -75,6 +77,10 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
@@ -537,6 +543,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -553,6 +560,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX10_InitPlatformInterface();
return true;
}
@@ -562,11 +571,13 @@ void ImGui_ImplDX10_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -578,3 +589,127 @@ void ImGui_ImplDX10_NewFrame()
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;
ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -4,8 +4,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -12,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -76,6 +78,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
@@ -549,6 +555,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -568,6 +575,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX11_InitPlatformInterface();
return true;
}
@@ -577,12 +587,14 @@ void ImGui_ImplDX11_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -594,3 +606,126 @@ void ImGui_ImplDX11_NewFrame()
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;
ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
// Create the render target
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
}
static void ImGui_ImplDX11_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -4,8 +4,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@@ -4,6 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@@ -20,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -50,7 +53,6 @@
#endif
// DirectX data
struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Data
{
ID3D12Device* pd3dDevice;
@@ -63,10 +65,7 @@ struct ImGui_ImplDX12_Data
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -85,11 +84,88 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
// Buffers used for secondary viewports created by the multi-viewports systems
struct ImGui_ImplDX12_FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
};
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Main viewport created by application will only use the Resources field.
// Secondary viewports created by this backend will use all the fields (including Window fields),
struct ImGui_ImplDX12_ViewportData
{
// Window
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
ID3D12Fence* Fence;
UINT64 FenceSignaledValue;
HANDLE FenceEvent;
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;
// Render buffers
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
{
CommandQueue = nullptr;
CommandList = nullptr;
RtvDescHeap = nullptr;
SwapChain = nullptr;
Fence = nullptr;
FenceSignaledValue = 0;
FenceEvent = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = UINT_MAX;
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].CommandAllocator = nullptr;
FrameCtx[i].RenderTarget = nullptr;
// Create buffers with a default size (they will later be grown as needed)
FrameRenderBuffers[i].IndexBuffer = nullptr;
FrameRenderBuffers[i].VertexBuffer = nullptr;
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGui_ImplDX12_ViewportData()
{
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(Fence == nullptr);
IM_ASSERT(FenceEvent == nullptr);
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
}
delete[] FrameCtx; FrameCtx = nullptr;
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
}
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Forward Declarations
static void ImGui_ImplDX12_InitPlatformInterface();
static void ImGui_ImplDX12_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
@@ -163,11 +239,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
vd->FrameIndex++;
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -674,6 +749,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return true;
}
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -685,13 +767,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
@@ -705,25 +780,21 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
bd->frameIndex = UINT_MAX;
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
return true;
}
@@ -734,11 +805,24 @@ void ImGui_ImplDX12_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Manually delete main viewport render resources in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
{
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
}
// Clean up windows and device objects
ImGui_ImplDX12_ShutdownPlatformInterface();
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -750,3 +834,243 @@ void ImGui_ImplDX12_NewFrame()
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
vd->FrameIndex = UINT_MAX;
// Create command queue.
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
HRESULT res = S_OK;
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
IM_ASSERT(res == S_OK);
// Create command allocator.
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
{
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
IM_ASSERT(res == S_OK);
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
// Create fence.
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
IM_ASSERT(res == S_OK);
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(vd->FenceEvent != nullptr);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
DXGI_SWAP_CHAIN_DESC1 sd1;
ZeroMemory(&sd1, sizeof(sd1));
sd1.BufferCount = bd->numFramesInFlight;
sd1.Width = (UINT)viewport->Size.x;
sd1.Height = (UINT)viewport->Size.y;
sd1.Format = bd->RTVFormat;
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd1.SampleDesc.Count = 1;
sd1.SampleDesc.Quality = 0;
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd1.Scaling = DXGI_SCALING_STRETCH;
sd1.Stereo = FALSE;
IDXGIFactory4* dxgi_factory = nullptr;
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
IM_ASSERT(res == S_OK);
IDXGISwapChain1* swap_chain = nullptr;
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
dxgi_factory->Release();
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets
if (vd->SwapChain)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bd->numFramesInFlight;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
IM_ASSERT(hr == S_OK);
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
rtv_handle.ptr += rtv_descriptor_size;
}
ID3D12Resource* back_buffer;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
HRESULT hr = S_FALSE;
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
{
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
}
}
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{
ImGui_WaitForPendingOperations(vd);
SafeRelease(vd->CommandQueue);
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
SafeRelease(vd->Fence);
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = nullptr;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
SafeRelease(vd->FrameCtx[i].RenderTarget);
SafeRelease(vd->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_WaitForPendingOperations(vd);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(vd->FrameCtx[i].RenderTarget);
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
}
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
// Draw
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0);
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
::SwitchToThread();
}
void ImGui_ImplDX12_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
}
void ImGui_ImplDX12_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details.

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -12,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
@@ -71,6 +73,12 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX9_InitPlatformInterface();
static void ImGui_ImplDX9_ShutdownPlatformInterface();
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
@@ -267,6 +275,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
if (global_vtx_offset == 0)
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// Restore the DX9 transform
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
@@ -287,10 +300,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX9_InitPlatformInterface();
return true;
}
@@ -300,10 +317,12 @@ void ImGui_ImplDX9_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_ShutdownPlatformInterface();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -356,6 +375,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
@@ -367,6 +387,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
@@ -377,3 +398,145 @@ void ImGui_ImplDX9_NewFrame()
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != nullptr);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = nullptr;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = nullptr;
LPDIRECT3DSURFACE9 last_render_target = nullptr;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}

View File

@@ -4,8 +4,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@@ -9,6 +9,10 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,10 +21,13 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
@@ -92,11 +99,29 @@
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
#define GLFW_HAS_VULKAN (0)
#else
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
#endif
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
@@ -117,8 +142,10 @@ struct ImGui_ImplGlfw_Data
GLFWwindow* MouseWindow;
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
bool WantUpdateMonitors;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
@@ -148,6 +175,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
@@ -361,6 +393,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
ImGui_ImplGlfw_UpdateKeyModifiers(window);
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
@@ -388,6 +423,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
return;
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
@@ -428,7 +470,8 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
bd->WantUpdateMonitors = true;
}
#ifdef __EMSCRIPTEN__
@@ -473,6 +516,22 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
case WM_NCHITTEST:
{
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
return HTTRANSPARENT;
break;
}
#endif
}
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
}
@@ -542,9 +601,16 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
#ifndef __EMSCRIPTEN__
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Window = window;
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
@@ -586,8 +652,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
@@ -595,6 +666,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#else
IM_UNUSED(main_viewport);
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplGlfw_InitPlatformInterface();
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
@@ -628,6 +701,8 @@ void ImGui_ImplGlfw_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownPlatformInterface();
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
@@ -643,6 +718,7 @@ void ImGui_ImplGlfw_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
@@ -650,6 +726,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
@@ -657,9 +734,12 @@ static void ImGui_ImplGlfw_UpdateMouseData()
return;
}
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = bd->Window;
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
#ifdef __EMSCRIPTEN__
const bool is_window_focused = true;
@@ -669,19 +749,53 @@ static void ImGui_ImplGlfw_UpdateMouseData()
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
mouse_x += window_x;
mouse_y += window_y;
}
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
#if GLFW_HAS_MOUSE_PASSTHROUGH
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
#endif
}
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
io.AddMouseViewportEvent(mouse_viewport_id);
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
@@ -692,9 +806,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = bd->Window;
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@@ -763,6 +878,48 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#undef MAP_ANALOG
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
bd->WantUpdateMonitors = false;
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
return;
platform_io.Monitors.resize(0);
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
if (vid_mode == nullptr)
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#if GLFW_HAS_MONITOR_WORK_AREA
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
{
monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.WorkSize = ImVec2((float)w, (float)h);
}
#endif
#if GLFW_HAS_PER_MONITOR_DPI
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
monitor.DpiScale = x_scale;
#endif
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
@@ -777,9 +934,14 @@ void ImGui_ImplGlfw_NewFrame()
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
if (bd->WantUpdateMonitors)
ImGui_ImplGlfw_UpdateMonitors();
// Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
double current_time = glfwGetTime();
if (current_time <= bd->Time)
current_time = bd->Time + 0.00001f;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
@@ -790,6 +952,343 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window;
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
viewport->PlatformRequestClose = true;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
//data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestResize = true;
}
}
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
#if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
#endif
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
viewport->PlatformHandle = (void*)vd->Window;
#ifdef _WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
#endif
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapInterval(0);
}
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
if (vd->WindowOwned)
{
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
if (bd->KeyOwnerWindows[i] == vd->Window)
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
glfwDestroyWindow(vd->Window);
}
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// GLFW hack: install hook for WM_NCHITTEST message handler
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
#if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
// See https://github.com/glfw/glfw/issues/1189
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
#endif
glfwShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x, y, width, height;
glfwGetWindowPos(vd->Window, &x, &y);
glfwGetWindowSize(vd->Window, &width, &height);
glfwSetWindowPos(vd->Window, x, y - height + size.y);
#endif
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowTitle(vd->Window, title);
}
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwFocusWindow(vd->Window);
#else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
glfwMakeContextCurrent(vd->Window);
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapBuffers(vd->Window);
}
}
//--------------------------------------------------------------------------------------------------------
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
//--------------------------------------------------------------------------------------------------------
// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
#endif // VULKAN_H_
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(bd);
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitPlatformInterface()
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
#if GLFW_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->Window;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@@ -1,13 +1,18 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -21,6 +21,7 @@
// 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+).
@@ -190,6 +191,8 @@ void ImGui_ImplGLUT_InstallFuncs()
void ImGui_ImplGLUT_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplGLUT_NewFrame()
@@ -202,9 +205,6 @@ void ImGui_ImplGLUT_NewFrame()
delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time;
// Start the frame
ImGui::NewFrame();
}
static void ImGui_ImplGLUT_UpdateKeyModifiers()

View File

@@ -4,8 +4,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -12,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
@@ -34,6 +36,12 @@
#import <time.h>
#import <Metal/Metal.h>
// Forward Declarations
static void ImGui_ImplMetal_InitPlatformInterface();
static void ImGui_ImplMetal_ShutdownPlatformInterface();
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
#pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused
@@ -126,17 +134,29 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplMetal_InitPlatformInterface();
return true;
}
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_ShutdownPlatformInterface();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
@@ -354,6 +374,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
ImGui_ImplMetal_CreateFontsTexture(device);
return true;
@@ -363,9 +384,155 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGui_ImplMetal_DestroyFontsTexture();
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - Multi-viewport support
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#endif
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataMetal
{
CAMetalLayer* MetalLayer;
id<MTLCommandQueue> CommandQueue;
MTLRenderPassDescriptor* RenderPassDescriptor;
void* Handle = nullptr;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != nullptr);
id<MTLDevice> device = bd->SharedMetalContext.device;
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.framebufferOnly = YES;
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
#if TARGET_OS_OSX
NSWindow* window = (__bridge NSWindow*)handle;
NSView* view = window.contentView;
view.layer = layer;
view.wantsLayer = YES;
#endif
data->MetalLayer = layer;
data->CommandQueue = [device newCommandQueue];
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
data->Handle = handle;
}
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = nullptr;
}
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
{
return CGSizeMake(size.width * scale, size.height * scale);
}
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
}
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
#if TARGET_OS_OSX
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
NSWindow* window = (__bridge NSWindow*)handle;
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
{
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
// approximately 1 second if the Metal layer is completely occluded.
return;
}
data->FirstFrame = false;
viewport->DpiScale = (float)window.backingScaleFactor;
if (data->MetalLayer.contentsScale != viewport->DpiScale)
{
data->MetalLayer.contentsScale = viewport->DpiScale;
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
}
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
#endif
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
if (drawable == nil)
return;
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
static void ImGui_ImplMetal_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
}
static void ImGui_ImplMetal_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer

View File

@@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -19,6 +20,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@@ -79,6 +81,10 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface();
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
// Functions
bool ImGui_ImplOpenGL2_Init()
{
@@ -89,6 +95,10 @@ bool ImGui_ImplOpenGL2_Init()
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL2_InitPlatformInterface();
return true;
}
@@ -99,9 +109,11 @@ void ImGui_ImplOpenGL2_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
IM_DELETE(bd);
}
@@ -293,6 +305,34 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@@ -3,6 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -5,7 +5,13 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - 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.
@@ -14,6 +20,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
@@ -175,8 +185,8 @@
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
@@ -204,6 +214,10 @@ struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsES2;
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
@@ -227,6 +241,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
@@ -272,7 +290,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
@@ -284,6 +307,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
/*
@@ -294,18 +326,17 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->UseBufferSubData = true;
#endif
*/
#else
bd->GlVersion = 200; // GLES 2
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
@@ -343,6 +374,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
}
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL3_InitPlatformInterface();
return true;
}
@@ -352,9 +386,11 @@ void ImGui_ImplOpenGL3_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -420,8 +456,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
@@ -459,7 +495,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
@@ -586,7 +622,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
@@ -612,8 +648,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
{
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
@@ -898,6 +944,34 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif

View File

@@ -5,7 +5,13 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - 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.

View File

@@ -118,7 +118,7 @@ extern "C" {
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
@@ -154,6 +154,8 @@ typedef khronos_uint8_t GLubyte;
#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
@@ -373,6 +375,8 @@ GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
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

View File

@@ -10,6 +10,7 @@
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// [X] Platform: Multi-viewport / platform windows.
// 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.

View File

@@ -10,6 +10,7 @@
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// [X] Platform: Multi-viewport / platform windows.
// 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.
@@ -25,6 +26,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
@@ -75,6 +77,7 @@ struct ImGui_ImplOSX_Data
KeyEventResponder* KeyEventResponder;
NSTextInputContext* InputContext;
id Monitor;
NSWindow* Window;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
};
@@ -86,6 +89,9 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations
static void ImGui_ImplOSX_InitPlatformInterface();
static void ImGui_ImplOSX_ShutdownPlatformInterface();
static void ImGui_ImplOSX_UpdateMonitors();
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@@ -229,6 +235,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
- (void)displaysDidChange:(NSNotification*)aNotification;
@end
@@ -246,6 +253,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
io.AddFocusEvent(false);
}
- (void)displaysDidChange:(NSNotification*)aNotification
{
ImGui_ImplOSX_UpdateMonitors();
}
@end
// Functions
@@ -393,9 +405,16 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Setup backend capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
io.BackendPlatformName = "imgui_impl_osx";
bd->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOSX_InitPlatformInterface();
// Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false;
@@ -476,13 +495,21 @@ bool ImGui_ImplOSX_Init(NSView* view)
void ImGui_ImplOSX_Shutdown()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGui_ImplOSX_ShutdownPlatformInterface();
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
}
static void ImGui_ImplOSX_UpdateMouseCursor()
@@ -659,14 +686,23 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{
NSPoint mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil];
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
NSPoint mousePoint;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
mousePoint = NSEvent.mouseLocation;
mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display.
}
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
{
mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
}
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
return io.WantCaptureMouse;
@@ -793,3 +829,283 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
return event;
}];
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataOSX
{
NSWindow* Window;
bool WindowOwned;
ImGuiViewportDataOSX() { WindowOwned = false; }
~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); }
};
@interface ImGui_ImplOSX_Window: NSWindow
@end
@implementation ImGui_ImplOSX_Window
- (BOOL)canBecomeKeyWindow
{
return YES;
}
@end
static void ConvertNSRect(NSScreen* screen, NSRect* r)
{
r->origin.y = screen.frame.size.height - r->origin.y - r->size.height;
}
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
viewport->PlatformUserData = data;
NSScreen* screen = bd->Window.screen;
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
ConvertNSRect(screen, &rect);
NSWindowStyleMask styleMask = 0;
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
styleMask |= NSWindowStyleMaskBorderless;
else
styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable;
NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:YES
screen:screen];
if (viewport->Flags & ImGuiViewportFlags_TopMost)
[window setLevel:NSFloatingWindowLevel];
window.title = @"Untitled";
window.opaque = YES;
KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect];
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
[view setWantsBestResolutionOpenGLSurface:YES];
window.contentView = view;
data->Window = window;
data->WindowOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
}
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
{
NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw;
window = nil;
if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData)
{
NSWindow* window = data->Window;
if (window != nil && data->WindowOwned)
{
window.contentView = nil;
window.contentViewController = nil;
[window orderOut:nil];
}
data->Window = nil;
IM_DELETE(data);
}
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
}
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
[data->Window orderFront:nil];
else
[data->Window makeKeyAndOrderFront:nil];
[data->Window setIsVisible:YES];
}
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSScreen* screen = window.screen;
NSSize size = screen.frame.size;
NSRect frame = window.frame;
NSRect rect = window.contentLayoutRect;
return ImVec2(frame.origin.x, size.height - frame.origin.y - rect.size.height);
}
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSSize size = window.frame.size;
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
ConvertNSRect(window.screen, &r);
[window setFrameOrigin:r.origin];
}
static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSSize size = window.contentLayoutRect.size;
return ImVec2(size.width, size.height);
}
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSRect rect = window.frame;
rect.origin.y -= (size.y - rect.size.height);
rect.size.width = size.x;
rect.size.height = size.y;
[window setFrame:rect display:YES];
}
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
[data->Window makeKeyAndOrderFront:bd->Window];
}
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.isKeyWindow;
}
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.isMiniaturized;
}
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
data->Window.title = [NSString stringWithUTF8String:title];
}
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
data->Window.alphaValue = alpha;
}
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.backingScaleFactor;
}
static void ImGui_ImplOSX_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
for (NSScreen* screen in NSScreen.screens)
{
NSRect frame = screen.frame;
NSRect visibleFrame = screen.visibleFrame;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y);
imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height);
imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y);
imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height);
imgui_monitor.DpiScale = screen.backingScaleFactor;
imgui_monitor.PlatformHandle = (__bridge_retained void*)screen;
platform_io.Monitors.push_back(imgui_monitor);
}
}
static void ImGui_ImplOSX_InitPlatformInterface()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGui_ImplOSX_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
data->Window = bd->Window;
data->WindowOwned = false;
main_viewport->PlatformUserData = data;
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
selector:@selector(displaysDidChange:)
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
}
static void ImGui_ImplOSX_ShutdownPlatformInterface()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
bd->Observer = nullptr;
bd->Window = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
IM_DELETE(data);
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}

View File

@@ -9,7 +9,10 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
@@ -42,7 +46,7 @@
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@@ -82,6 +86,7 @@
#endif
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
@@ -93,7 +98,15 @@
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
struct ImGui_ImplSDL2_Data
@@ -108,6 +121,9 @@ struct ImGui_ImplSDL2_Data
int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
bool UseVulkan;
bool WantUpdateMonitors;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -121,6 +137,11 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@@ -137,13 +158,13 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
@@ -287,6 +308,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEMOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -338,6 +366,15 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT:
{
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT:
{
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
@@ -355,15 +392,26 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@@ -383,12 +431,23 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
@@ -409,6 +468,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
@@ -442,13 +502,17 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@@ -456,7 +520,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr);
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -464,17 +532,17 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer);
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
}
void ImGui_ImplSDL2_Shutdown()
@@ -483,6 +551,8 @@ void ImGui_ImplSDL2_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -491,9 +561,11 @@ void ImGui_ImplSDL2_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -504,25 +576,57 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int mouse_x, mouse_y, window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
@@ -597,6 +701,39 @@ static void ImGui_ImplSDL2_UpdateGamepads()
#undef MAP_ANALOG
}
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
monitor.DpiScale = dpi / 96.0f;
#endif
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -617,6 +754,10 @@ void ImGui_ImplSDL2_NewFrame()
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -633,6 +774,13 @@ void ImGui_ImplSDL2_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
@@ -640,6 +788,253 @@ void ImGui_ImplSDL2_NewFrame()
ImGui_ImplSDL2_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)vd->Window;
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@@ -8,7 +8,10 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -9,7 +9,9 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features:
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -19,6 +21,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
@@ -59,6 +63,9 @@ struct ImGui_ImplSDL3_Data
int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
bool UseVulkan;
bool WantUpdateMonitors;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -72,6 +79,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
{
@@ -87,13 +99,13 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
@@ -237,6 +249,13 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_MOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -283,6 +302,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_CONNECTED:
case SDL_EVENT_DISPLAY_DISCONNECTED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
bd->MouseWindowID = event->window.windowID;
@@ -304,11 +332,25 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false);
return true;
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
}
return false;
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@@ -330,10 +372,21 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
io.BackendPlatformName = "imgui_impl_sdl3";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
@@ -354,6 +407,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0)
@@ -370,27 +424,34 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL3_Init(window, nullptr);
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr);
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
@@ -398,17 +459,17 @@ bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL3_Init(window, nullptr);
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr);
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL3_Init(window, renderer);
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
void ImGui_ImplSDL3_Shutdown()
@@ -417,6 +478,8 @@ void ImGui_ImplSDL3_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -425,9 +488,11 @@ void ImGui_ImplSDL3_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -438,27 +503,57 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
float mouse_x_global, mouse_y_global;
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
@@ -533,6 +628,35 @@ static void ImGui_ImplSDL3_UpdateGamepads()
#undef MAP_ANALOG
}
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
SDL_GetDisplayUsableBounds(display_id, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -550,6 +674,10 @@ void ImGui_ImplSDL3_NewFrame()
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -566,6 +694,13 @@ void ImGui_ImplSDL3_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
@@ -573,7 +708,242 @@ void ImGui_ImplSDL3_NewFrame()
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window);
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL3_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)vd->Window;
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
if (SDL_GetWindowWMInfo(vd->Window, &info, SDL_SYSWM_CURRENT_VERSION))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@@ -9,7 +9,9 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features:
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -1,29 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();

View File

@@ -1,22 +1,24 @@
// dear imgui: Renderer Backend for SDL_Renderer
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// 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 ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// 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.
@@ -24,7 +26,7 @@
// 2021-09-21: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer.h"
#include "imgui_impl_sdlrenderer2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
@@ -44,31 +46,31 @@
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer_Data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// 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_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer";
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
@@ -76,22 +78,23 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
return true;
}
void ImGui_ImplSDLRenderer_Shutdown()
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_DestroyDeviceObjects();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer_SetupRenderState()
static void ImGui_ImplSDLRenderer2_SetupRenderState()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
@@ -99,18 +102,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer_NewFrame()
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer_CreateDeviceObjects();
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
@@ -145,7 +148,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer_SetupRenderState();
ImGui_ImplSDLRenderer2_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -160,7 +163,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
// 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_ImplSDLRenderer_SetupRenderState();
ImGui_ImplSDLRenderer2_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
@@ -205,10 +208,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture()
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Build texture atlas
unsigned char* pixels;
@@ -233,10 +236,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
return true;
}
void ImGui_ImplSDLRenderer_DestroyFontsTexture()
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
@@ -245,14 +248,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
}
}
bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer_CreateFontsTexture();
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer_DestroyFontsTexture();
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
#if defined(__clang__)

View File

@@ -0,0 +1,30 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want 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 ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();

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@@ -0,0 +1,258 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want 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 ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// 2023-05-30: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer3.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#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* SDLRenderer;
SDL_Texture* FontTexture;
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();
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.
bd->SDLRenderer = 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;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// 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;
// 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_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_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();
else
pcmd->UserCallback(cmd_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(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_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) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@@ -0,0 +1,30 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want 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 ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();

View File

@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@@ -30,6 +31,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
@@ -94,6 +97,18 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
};
// For multi-viewport support:
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplVulkan_ViewportData
{
bool WindowOwned;
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports
ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
};
// Vulkan data
struct ImGui_ImplVulkan_Data
{
@@ -134,6 +149,7 @@ void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
@@ -204,7 +220,18 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR)
// Define function pointers
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
@@ -212,10 +239,20 @@ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
#undef IMGUI_VULKAN_FUNC_DEF
#endif // VK_NO_PROTOTYPES
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
#endif
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
// Forward Declarations
static void ImGui_ImplVulkan_InitPlatformInterface();
static void ImGui_ImplVulkan_ShutdownPlatformInterface();
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
@@ -447,8 +484,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pipeline == VK_NULL_HANDLE)
pipeline = bd->Pipeline;
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
IM_ASSERT(viewport_renderer_data != nullptr);
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
if (wrb->FrameRenderBuffers == nullptr)
{
wrb->Index = 0;
@@ -840,6 +879,19 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
info.layout = bd->PipelineLayout;
info.renderPass = renderPass;
info.subpass = subpass;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};
pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
pipelineRenderingCreateInfo.colorAttachmentCount = 1;
pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;
if (bd->VulkanInitInfo.UseDynamicRendering)
{
info.pNext = &pipelineRenderingCreateInfo;
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
}
#endif
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
check_vk_result(err);
}
@@ -925,7 +977,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyFontUploadObjects();
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
@@ -952,10 +1004,17 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
return false;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
#undef IMGUI_VULKAN_FUNC_LOAD
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
// Manually load those two (see #5446)
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));
#endif
#else
IM_UNUSED(loader_func);
IM_UNUSED(user_data);
#endif
g_FunctionsLoaded = true;
return true;
}
@@ -964,6 +1023,20 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
if (info->UseDynamicRendering)
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef VK_NO_PROTOTYPES
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
#endif
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
#else
IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined.");
#endif
}
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
@@ -972,6 +1045,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -980,7 +1054,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
IM_ASSERT(info->MinImageCount >= 2);
IM_ASSERT(info->ImageCount >= info->MinImageCount);
IM_ASSERT(render_pass != VK_NULL_HANDLE);
if (info->UseDynamicRendering == false)
IM_ASSERT(render_pass != VK_NULL_HANDLE);
bd->VulkanInitInfo = *info;
bd->RenderPass = render_pass;
@@ -988,6 +1063,13 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
ImGui_ImplVulkan_CreateDeviceObjects();
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplVulkan_InitPlatformInterface();
return true;
}
@@ -997,9 +1079,21 @@ void ImGui_ImplVulkan_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// First destroy objects in all viewports
ImGui_ImplVulkan_DestroyDeviceObjects();
// Manually delete main viewport render data in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData)
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
// Clean up windows
ImGui_ImplVulkan_ShutdownPlatformInterface();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -1017,10 +1111,12 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
return;
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
@@ -1296,6 +1392,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
vkDestroySwapchainKHR(device, old_swapchain, allocator);
// Create the Render Pass
if (wd->UseDynamicRendering == false)
{
VkAttachmentDescription attachment = {};
attachment.format = wd->SurfaceFormat.format;
@@ -1358,6 +1455,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
}
// Create Framebuffer
if (wd->UseDynamicRendering == false)
{
VkImageView attachment[1];
VkFramebufferCreateInfo info = {};
@@ -1384,6 +1482,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
(void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
}
@@ -1448,3 +1547,261 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul
buffers->Index = 0;
buffers->Count = 0;
}
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData)
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
viewport->RendererUserData = vd;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
// Create surface
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
check_vk_result(err);
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
IM_ASSERT(0); // Error: no WSI support on physical device
return;
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
// FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
wd->UseDynamicRendering = v->UseDynamicRendering;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
vd->WindowOwned = true;
}
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
{
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (vd->WindowOwned)
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle)
return;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
}
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
{
{
err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
check_vk_result(err);
fd = &wd->Frames[wd->FrameIndex];
}
for (;;)
{
err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
if (err == VK_SUCCESS) break;
if (err == VK_TIMEOUT) continue;
check_vk_result(err);
}
{
err = vkResetCommandPool(v->Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
}
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
// Transition swapchain image to a layout suitable for drawing.
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
VkRenderingAttachmentInfo attachmentInfo = {};
attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
attachmentInfo.imageView = fd->BackbufferView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue = wd->ClearValue;
VkRenderingInfo renderingInfo = {};
renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
renderingInfo.renderArea.extent.width = wd->Width;
renderingInfo.renderArea.extent.height = wd->Height;
renderingInfo.layerCount = 1;
renderingInfo.viewMask = 0;
renderingInfo.colorAttachmentCount = 1;
renderingInfo.pColorAttachments = &attachmentInfo;
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo);
}
else
#endif
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
}
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline);
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer);
// Transition image to a layout suitable for presentation
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
}
else
#endif
{
vkCmdEndRenderPass(fd->CommandBuffer);
}
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkResetFences(v->Device, 1, &fd->Fence);
check_vk_result(err);
err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
}
static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
uint32_t present_index = wd->FrameIndex;
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &present_index;
err = vkQueuePresentKHR(v->Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
else
check_vk_result(err);
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
void ImGui_ImplVulkan_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler.");
platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
}
void ImGui_ImplVulkan_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
@@ -59,6 +60,12 @@ struct ImGui_ImplVulkan_InitInfo
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
// Dynamic Rendering (Optional)
bool UseDynamicRendering; // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
VkFormat ColorAttachmentFormat; // Required for dynamic rendering
// Allocation, Debugging
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};
@@ -139,6 +146,7 @@ struct ImGui_ImplVulkanH_Window
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
bool UseDynamicRendering;
bool ClearEnable;
VkClearValue ClearValue;
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)

View File

@@ -751,6 +751,7 @@ void ImGui_ImplWGPU_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

View File

@@ -7,6 +7,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -35,6 +36,8 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
@@ -83,6 +86,11 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
// Forward Declarations
static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
static void ImGui_ImplWin32_ShutdownPlatformInterface();
static void ImGui_ImplWin32_UpdateMonitors();
struct ImGui_ImplWin32_Data
{
HWND hWnd;
@@ -92,6 +100,7 @@ struct ImGui_ImplWin32_Data
INT64 Time;
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
bool WantUpdateMonitors;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
@@ -114,7 +123,7 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
}
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@@ -131,14 +140,20 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->hWnd = (HWND)hwnd;
bd->WantUpdateMonitors = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
// Set platform dependent data in viewport
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -164,12 +179,25 @@ bool ImGui_ImplWin32_Init(void* hwnd)
return true;
}
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_InitEx(hwnd, false);
}
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_InitEx(hwnd, true);
}
void ImGui_ImplWin32_Shutdown()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_ShutdownPlatformInterface();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
@@ -178,6 +206,7 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
@@ -251,33 +280,59 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window == bd->hWnd);
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
::ClientToScreen(focused_window, &pos);
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
{
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.AddMousePosEvent((float)pos.x, (float)pos.y);
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
POINT mouse_pos = mouse_screen_pos;
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
::ScreenToClient(bd->hWnd, &mouse_pos);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
@@ -337,6 +392,35 @@ static void ImGui_ImplWin32_UpdateGamepads()
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
{
MONITORINFO info = {};
info.cbSize = sizeof(MONITORINFO);
if (!::GetMonitorInfo(monitor, &info))
return TRUE;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
imgui_monitor.PlatformHandle = (void*)monitor;
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)
io.Monitors.push_front(imgui_monitor);
else
io.Monitors.push_back(imgui_monitor);
return TRUE;
}
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui::GetPlatformIO().Monitors.resize(0);
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
bd->WantUpdateMonitors = false;
}
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
@@ -347,6 +431,8 @@ void ImGui_ImplWin32_NewFrame()
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step
INT64 current_time = 0;
@@ -548,8 +634,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->MouseTrackedArea = area;
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
break;
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
::ClientToScreen(hwnd, &mouse_pos);
if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
::ScreenToClient(hwnd, &mouse_pos);
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
break;
@@ -681,6 +770,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->WantUpdateHasGamepad = true;
#endif
return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
}
return 0;
}
@@ -745,6 +837,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// Make sure monitors will be updated with latest correct scaling
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
bd->WantUpdateMonitors = true;
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -845,3 +941,345 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
}
//---------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd;
HWND HwndParent;
bool HwndOwned;
DWORD DwStyle;
DWORD DwExStyle;
ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
};
static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
{
if (flags & ImGuiViewportFlags_NoDecoration)
*out_style = WS_POPUP;
else
*out_style = WS_OVERLAPPEDWINDOW;
if (flags & ImGuiViewportFlags_NoTaskBarIcon)
*out_ex_style = WS_EX_TOOLWINDOW;
else
*out_ex_style = WS_EX_APPWINDOW;
if (flags & ImGuiViewportFlags_TopMost)
*out_ex_style |= WS_EX_TOPMOST;
}
static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
return (HWND)viewport->PlatformHandle;
return nullptr;
}
static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
viewport->PlatformUserData = vd;
// Select style and parent window
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
// Create window
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
vd->Hwnd = ::CreateWindowEx(
vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
vd->HwndOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
{
if (::GetCapture() == vd->Hwnd)
{
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
::ReleaseCapture();
::SetCapture(bd->hWnd);
}
if (vd->Hwnd && vd->HwndOwned)
::DestroyWindow(vd->Hwnd);
vd->Hwnd = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
::ShowWindow(vd->Hwnd, SW_SHOWNA);
else
::ShowWindow(vd->Hwnd, SW_SHOW);
}
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// Update Win32 parent if it changed _after_ creation
// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->HwndParent)
{
// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
// Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
// The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
// Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
// Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
// https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
vd->HwndParent = new_parent;
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
// (Optional) Update Win32 style if it changed _after_ creation.
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
DWORD new_style;
DWORD new_ex_style;
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
{
// (Optional) Update TopMost state if it changed _after_ creation
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
// Apply flags and position (since it is affected by flags)
vd->DwStyle = new_style;
vd->DwExStyle = new_ex_style;
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
}
}
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
POINT pos = { 0, 0 };
::ClientToScreen(vd->Hwnd, &pos);
return ImVec2((float)pos.x, (float)pos.y);
}
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect;
::GetClientRect(vd->Hwnd, &rect);
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
}
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}
static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
::BringWindowToTop(vd->Hwnd);
::SetForegroundWindow(vd->Hwnd);
::SetFocus(vd->Hwnd);
}
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::GetForegroundWindow() == vd->Hwnd;
}
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::IsIconic(vd->Hwnd) != 0;
}
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
ImVector<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
::SetWindowTextW(vd->Hwnd, title_w.Data);
}
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
if (alpha < 1.0f)
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
}
}
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
}
// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
(void)viewport;
#if 0
ImGuiStyle default_style;
//default_style.WindowPadding = ImVec2(0, 0);
//default_style.WindowBorderSize = 0.0f;
//default_style.ItemSpacing.y = 3.0f;
//default_style.FramePadding = ImVec2(0, 0);
default_style.ScaleAllSizes(viewport->DpiScale);
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
#endif
}
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0;
case WM_MOVE:
viewport->PlatformRequestMove = true;
break;
case WM_SIZE:
viewport->PlatformRequestResize = true;
break;
case WM_MOUSEACTIVATE:
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
return MA_NOACTIVATE;
break;
case WM_NCHITTEST:
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
break;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = ::GetModuleHandle(nullptr);
wcex.hIcon = nullptr;
wcex.hCursor = nullptr;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = _T("ImGui Platform");
wcex.hIconSm = nullptr;
::RegisterClassEx(&wcex);
ImGui_ImplWin32_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
vd->Hwnd = bd->hWnd;
vd->HwndOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->hWnd;
}
static void ImGui_ImplWin32_ShutdownPlatformInterface()
{
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}
//---------------------------------------------------------------------------------------------------------

View File

@@ -7,6 +7,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,6 +18,7 @@
#include "imgui.h" // IMGUI_IMPL_API
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();

View File

@@ -76,7 +76,8 @@ List of Renderer Backends:
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_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU

View File

@@ -30,11 +30,274 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
DOCKING+MULTI-VIEWPORT BRANCH (In Progress)
-----------------------------------------------------------------------
DOCKING FEATURES
(see https://github.com/ocornut/imgui/wiki/Docking for quick intro)
- Added Docking system: [BETA] (#2109, #351)
- Added ImGuiConfigFlags_DockingEnable flag to enable Docking.
Set with `io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;`.
- Added DockSpace(), DockSpaceOverViewport() API.
- Added ImGuiDockNodeFlags flags for DockSpace().
- Added SetNextWindowDockID(), SetNextWindowClass() API.
- Added GetWindowDockID(), IsWindowDocked() API.
- Added ImGuiWindowFlags_NoDocking window flag to disable the possibility for a window to be docked.
Popup, Menu and Child windows always have the ImGuiWindowFlags_NoDocking flag set.
- Added ImGuiWindowClass to specify advanced docking/viewport related flags via SetNextWindowClass().
- Added io.ConfigDockingNoSplit option.
- Added io.ConfigDockingWithShift option.
- Added io.ConfigDockingAlwaysTabBar option.
- Added io.ConfigDockingTransparentPayload option.
- Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors.
- Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes.
MULTI-VIEWPORT FEATURES
(see https://github.com/ocornut/imgui/wiki/Multi-Viewports for quick intro)
Breaking Changes:
- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable),
all coordinates/positions will be in your natural OS coordinates space. It means that:
- Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore.
Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
- Likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
e.g. subtract GetWindowViewport()->Pos.
- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
Other changes:
(FIXME: This need a fuller explanation!)
- Added ImGuiPlatformIO structure and GetPlatformIO().
- Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports.
- Backend sets functions in ImGuiPlatformIO to manipulate platform windows.
- ImGuiPlatformIO::Monitors is a list of platform monitors (input from backend)
- ImGuiPlatformIO::Viewports is a list of viewports (output from dear imgui)
- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
- Added GetWindowViewport(), SetNextWindowViewport().
- Added GetWindowDpiScale().
- Added GetOverlayDrawList(ImGuiViewport* viewport).
The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
- Added UpdatePlatformWindows(), RenderPlatformWindowsDefault(), DestroyPlatformWindows() for usage in application setup.
- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by backends.
- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
- Added io.ConfigViewportsNoAutoMerge option.
- Added io.ConfigViewportsNoTaskBarIcon option.
- Added io.ConfigViewportsNoDecoration option.
- Added io.ConfigViewportsNoDefaultParent option.
- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
- Added io.AddMouseViewportEvent() (optional _even_ for multi-viewport support, tied to ImGuiBackendFlags_HasMouseHoveredViewport flag).
- Expanded ImGuiViewport structure, ImGuiViewportFlags flags.
- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
- Examples: Renderer: OpenGL2, OpenGL3, DirectX9, DirectX10, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
-----------------------------------------------------------------------
VERSION 1.89.7 (Released 2023-07-04)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.7
Breaking changes:
- Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal.
As the fields were added in 1.89 and expected to be left unchanged by most users, or only
tweaked once during app initialisation, we are exceptionally accepting the breakage.
Majority of users should not even notice.
- Overlapping items: (#6512, #3909, #517)
- Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
'SetItemAllowOverlap()' (called after an item). This is roughly equivalent to using the
legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal).
- Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15),
and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead.
- Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'.
- Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'
- Kept redirecting enums (will obsolete).
Other changes:
- Tooltips/IsItemHovered() related changes:
- Tooltips: Added SetItemTooltip() and BeginItemTooltip() functions.
They are shortcuts for the common idiom of using IsItemHovered().
- SetItemTooltip("Hello") == if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip("Hello"); }
- BeginItemTooltip() == IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip()
The newly added ImGuiHoveredFlags_Tooltip is meant to facilitate standardizing
mouse hovering delays and rules for a given application.
The previously common idiom of using 'if (IsItemHovered()) { SetTooltip(...); }'
won't use delay or stationary test.
- IsItemHovered: Added ImGuiHoveredFlags_Stationary to require mouse being
stationary when hovering a new item. Added style.HoverStationaryDelay (~0.15 sec).
Once the mouse has been stationary once the state is preserved for same item. (#1485)
- IsItemHovered: Added ImGuiHoveredFlags_ForTooltip as a shortcut for pulling flags
from style.HoverFlagsForTooltipMouse or style.HoverFlagsForTooltipNav depending
on active inputs (#1485)
- style.HoverFlagsForTooltipMouse defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'
- style.HoverFlagsForTooltipNav defaults to 'ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal'.
- Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items
isn't covered as much. (Match offset for drag and drop tooltips)
- IsItemHovered: Tweaked default value of style.HoverDelayNormal from 0.30 to 0.40,
Tweaked default value of style.HoverDelayShort from 0.10 to 0.15. (#1485)
- IsItemHovered: Added ImGuiHoveredFlags_AllowWhenOverlappedByWindow to ignore window-overlap only.
Option ImGuiHoveredFlags_AllowWhenOverlapped now expand into a combination of both
_AllowWhenOverlappedByWindow + _AllowWhenOverlappedByItem, matching old behavior.
- Overlapping items: (#6512, #3909, #517)
- Most item types should now work with SetNextItemAllowOverlap(). (#6512, #3909, #517)
- Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything.
- IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which
is being overlapped. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem to opt-out. (#6512, #3909, #517)
- Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap
and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
- IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary.
- IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags.
- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either
ScrollX or ScrollY flags from being impossible to resize. (#6503)
- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
- InputText: Fixed not returning true when buffer is cleared while using the
ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620)
- InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform
to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615)
- Combo: Made simple/legacy Combo() function not returns true when picking already selected item.
This is consistent with other widgets. If you need something else, you can use BeginCombo(). (#1182)
- Clipper: Rework inner logic to allow functioning with a zero-clear constructor.
This is order to facilitate usage for language bindings (e.g cimgui or dear_binding)
where user may not be calling a constructor manually. (#5856)
- Drag and Drop: Apply default behavior of drag source not reporting itself as hovered
at lower-level, so DragXXX, SliderXXX, InputXXX, Plot widgets are fulfilling it.
(Behavior doesn't apply when ImGuiDragDropFlags_SourceNoDisableHover is set).
- 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)
- GetKeyName(): Fixed assert with ImGuiMod_XXX values when IMGUI_DISABLE_OBSOLETE_KEYIO is set.
- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
comments. Currently mainly for inspecting Docking .ini data, but makes saving slower.
- Demo: Added more developed "Widgets->Tooltips" section. (#1485)
- Backends: OpenGL3: Fixed support for glBindSampler() backup/restore on ES3. (#6375, #6508) [@jsm174]
- Backends: OpenGL3: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts
lower than 3.2. (#6539, #6333) [@krumelmonster]
- Backends: Vulkan: Added optional support for VK_KHR_dynamic_rendering (Vulkan 1.3+) in the
backend for applications using it. User needs to set 'init_info->UseDynamicRendering = true'
and 'init_info->ColorAttachmentFormat'. RenderPass becomes unused. (#5446, #5037) [@spnda, @cmarcelo]
- Backends: GLFW: Accept glfwGetTime() not returning a monotonically increasing value.
This seems to happens on some Windows setup when peripherals disconnect, and is likely
to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491)
- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
Docking+Viewports Branch:
- Viewports+Docking: Fixed extraneous viewport+platform-window recreation in various
combination of showing or hiding windows, docking with/without split, undocking.
While with some backends and without OS decorations, some extraneous window recreation
were visibly not noticeable, they would typically become noticeable when enabling
OS decorations on those windows (e.g. Windows title bar fade-in/animation).
- Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu),
mark all windows in this viewport as closed.
- Docking: Fixed one-frame flickering on reappearing windows binding to a dock node
where a later-submitted window was already bound.
- Docking: Fixed dragging from title-bar empty space (regression from 1.88 related to
keeping ID alive when calling low-level ButtonBehavior() directly). (#5181, #2645)
- Docking: [Internal] DockBuilderDockWindow() API calls don't clear docking order
if the target node is same as existing one.
- Backends: Win32: Added support for changing ParentViewportID after viewport creation.
-----------------------------------------------------------------------
VERSION 1.89.6 (Released 2023-05-31)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.6
Breaking changes:
- Clipper: Commented out obsolete redirection constructor which was marked obsolete in 1.79:
'ImGuiListClipper(int items_count, float items_height)' --> Use 'ImGuiListClipper() + clipper.Begin()'.
- Clipper: Renamed ForceDisplayRangeByIndices() to IncludeRangeByIndices(), kept
inline redirection function (introduced in 1.86 and rarely used). (#6424, #3841)
- Commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
- ListBoxHeader() -> use BeginListBox()
- ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
Other changes:
- Window: Fixed resizing from upper border when io.ConfigWindowsMoveFromTitleBarOnly is set. (#6390)
- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
showing when a sorting column has no visible name. (#6342) [@lukaasm]
- Tables: Fixed command merging when compiling with VS2013 (one array on stack was not
initialized on VS2013. Unsure if due to a bug or UB/standard conformance). (#6377)
- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
(#6341) [@lukaasm]
- Drag, Sliders: if the format string doesn't contain any %, CTRL+Click to input text will
use the default format specifier for the type. Allow display/input of raw value when using
"enums" patterns (display label instead of value) + allow using when value is hidden. (#6405)
- Nav: Record/restore preferred position on each given axis after a movement on that axis,
then score movement on the other axis using this as a bias. This allows going up and down
between e.g. a large header spanning horizontal space and three-ways-columns, landing
on the same column as before.
- Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits,
unclipped bounding boxes would interfere with other columns. (#2221) [@zzzyap, @ocornut]
- Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags
erroneously initializing default nav layer to menu layer.
- Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow
opening another via simple hovering. (#3496, #4797)
- Fonts: Fixed crash when merging fonts and the first font has no valid glyph. (#6446) [@JaedanC]
- Fonts: Fixed crash when manually specifying an EllipsisChar that doesn't exist. (#6480)
- Misc: Added ImVec2 unary minus operator. (#6368) [@Koostosh]
- Debug Tools: Debug Log: Fixed not parsing 0xXXXXXXXX values for geo-locating on mouse
hover hover when the identifier is at the end of the line. (#5855)
- Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option to disable 'io.AddFocusEvent(false)'
handling. May facilitate interactions with a debugger when focus loss leads to clearing
inputs data. (#4388, #4921)
- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
Potentially this would facilitate switching runtime backend mid-session.
- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
Win32/Winapi with OpenGL. (#3218)
- Backends: OpenGL3: Restore front and back polygon mode separately when supported
by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
- Examples: Added SDL3+SDL_Renderer example. (#6286)
- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
Docking+Viewports Branch:
- Viewports: Fixed platform-side focus (e.g. Alt+Tab) from leading to accidental
closure of Modal windows. Regression from 1.89.5. (#6357, #6299)
- Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in
main viewport, due to platform-side handling changes. Regression from 1.89.5 (#6299)
- Viewports: Avoid applying imgui-side focus when focus change is due to a viewport
destruction. Fixes erroneous popup closure on closing a previous popup. (#6462, #6299)
- Viewports: Added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant),
for usage by user code.
- Backends: GLFW: Preserve monitor list when there are no monitor, may briefly
happen when recovering from macOS sleeping mode. (#5683) [@Guistac]
- Backends: SDL2: Update monitor list when receiving a display event. (#6348)
Note however that SDL2 currently doesn't have an event for a DPI/Scaling change,
so monitor data won't be updated in this situation.
- Backends: SDL3: Update monitor list when receiving a display event. (#6348)
-----------------------------------------------------------------------
VERSION 1.89.5 (Released 2023-04-13)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.5
Other changes:
- InputText: Reworked prev/next-word behavior to more closely match Visual Studio
@@ -85,7 +348,6 @@ Other changes:
is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953)
- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
Mouse/TouchScreen/Pen. (#2334, #2702)
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
(#6315) [@PathogenDavid]
- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
@@ -101,11 +363,23 @@ Other changes:
- TestSuite: Added variety of new regression tests and improved/amended existing ones
in imgui_test_engine/ repo. [@PathogenDavid, @ocornut]
Docking+Viewports Branch:
- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding
focus at Dear ImGui level (generally last focused window in the viewport). (#6299)
- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217)
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683)
- Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953)
- Backends: SDL3: Fixed for compilation with multi-viewports. (#6255) [@P3RK4N]
-----------------------------------------------------------------------
VERSION 1.89.4 (Released 2023-03-14)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.4
Breaking Changes:
- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop().
@@ -173,7 +447,6 @@ Other changes:
and ImGuiConfigFlags_NavEnableGamepad by default. (#787)
- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith]
-----------------------------------------------------------------------
VERSION 1.89.3 (Released 2023-02-14)
-----------------------------------------------------------------------
@@ -274,6 +547,10 @@ Other changes:
- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
Docking+Viewports Branch:
- Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096)
-----------------------------------------------------------------------
VERSION 1.89.2 (Released 2023-01-05)
@@ -324,6 +601,17 @@ All changes:
- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
Docking+Viewports Branch:
- Docking: Internals: fixed DockBuilderCopyDockSpace() crashing when windows not in the
remapping list are docked on the left or top side of a split. (#6035)
- Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window
as written to, even if it doesn't technically submit an item. This allow using KeepAliveOnly
from any window location. (#6037)
- Backends: OSX: fixed typo in ImGui_ImplOSX_GetWindowSize that would cause issues when resiing
from OS decorations, if they are enabled on secondary viewports. (#6009) [@sivu]
- Backends: Metal: fixed secondary viewport rendering. (#6015) [@dmirty-kuzmenko]
-----------------------------------------------------------------------
VERSION 1.89.1 (Released 2022-11-24)
@@ -350,6 +638,13 @@ Other changes:
- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
Docking+Viewports Branch:
- Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without
making title bar color opaque, leading to potential texture/fb garbage being visible.
Right now as we don't fully support transparent viewports (#2766), so we turn that
'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows.
-----------------------------------------------------------------------
VERSION 1.89 (Released 2022-11-15)
@@ -456,7 +751,7 @@ Other Changes:
- ColorEdit3: fixed id collision leading to an assertion. (#5707)
- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags,
allowing to introduce a shared delay for tooltip idioms. The delays are respectively
io.HoverDelayNormal (default to 0.30f) and io.HoverDelayFast (default to 0.10f). (#1485)
io.HoverDelayNormal (default to 0.30f) and io.HoverDelayShort (default to 0.10f). (#1485)
- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items,
so moving from one item to a nearby one will requires delay to elapse again. (#1485)
- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns
@@ -541,6 +836,23 @@ Other Changes:
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
Docking+Viewports Branch:
- Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702)
- Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer when
it only contained the standard Collapse/Close buttons and no actual menu. (#5463, #4792)
- Docking: Fixed regression introduced in v1.87 when docked window content not rendered
while switching between with CTRL+Tab. [@rokups]
- Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515)
- Docking: Made spacing between dock nodes not a dropping gap. When hovering it only
outer-docking drop markers are visible.
- Docking+Viewports: Fixed undocking window node causing parent viewports to become unresponsive
in certain situation (e.g. hidden tab bar). (#5503) [@rokups]
- Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665)
- Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012)
- Backends: GLFW: Fixed leftover static variable preventing from changing or
reinitializing backend while application is running. (#4616, #5434) [@rtoumazet]
-----------------------------------------------------------------------
VERSION 1.88 (Released 2022-06-21)
@@ -675,6 +987,26 @@ Other Changes:
- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
Docking+Viewports Branch:
- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable
when io.ConfigWindowsMoveFromTitleBarOnly is true and multi-viewports are disabled. (#5044)
- Docking: Fixed a regression where moving window would be interrupted after undocking a tab
when io.ConfigDockingAlwaysTabBar is true. (#5324) [@rokups]
- Docking: Fixed incorrect focus highlight on docking node when focusing empty central node
or a child window which was manually injected into a dockspace window.
- Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
- Viewports: Fixed an issue where MouseViewport was lagging by a frame when using 1.87 Input Queue.
A common side-effect would be that when releasing a window drag the underlying window would highlight
for a frame. (#5837, #4921) [@cfillion]
- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
when multi-viewports are disabled. (#4900)
- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups]
- Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
- Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
- Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups]
-----------------------------------------------------------------------
VERSION 1.87 (Released 2022-02-07)
@@ -817,6 +1149,29 @@ Other Changes:
- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
Docking+Viewports Branch:
- Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792)
- Docking: Tabs use their own identifier instead of the Window identifier.
(This will invalidate some stored .ini data such as last selected tab, sorry!)
- Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows).
- Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
- Viewports, IO: Added io.AddMouseViewportEvent() function to queue hovered viewport change (when known by backend).
- Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport: it is now _optional_
for the backend to have to ignore viewports with the _NoInputs flag when call io.AddMouseViewportEvent(). It is
much better if they can (Win32 and GLFW 3.3+ backends can, SDL and GLFW 3.2 backends cannot, they are lacking data).
A concrete example is: when dragging a viewport for docking, the viewport is marked with _NoInputs to allow us
to pick the target viewports for docking. If the backend reports a viewport with _NoInputs when calling the
io.AddMouseViewportEvent() function, then Dear ImGui will revert to its flawed heuristic to find the viewport under.
By lowering those specs, we allow the SDL and more backend to support this, only relying on the heuristic in a few
drag and drop situations rather that relying on it everywhere.
- Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in
its own viewport (regression from 1.86). (#4023, #787)
- Viewports: Fixed active InputText() from preventing viewports to merge. (#4212)
- Backends: SDL: Added support for ImGuiBackendFlags_HasMouseHoveredViewport now that its specs have been lowered.
- (Breaking) Removed ImGuiPlatformIO::Platform_SetImeInputPos() in favor of newly standardized
io.SetPlatformImeDataFn() function. Should not affect more than default backends.
-----------------------------------------------------------------------
VERSION 1.86 (Released 2021-12-22)
@@ -876,7 +1231,7 @@ Other Changes:
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
during a clipping operation. (#3841) [@@GamingMinds-DanielC]
during a clipping operation. (#3841) [@GamingMinds-DanielC]
- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
by the clipper to display. (#3841)
- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper.
@@ -915,6 +1270,24 @@ Other Changes:
wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
in-flux specs says. (#4766) [@meshula]
Docking+Viewports Branch:
- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace
when unrelated windows submitted before the dockspace have dynamic visibility. (#4757)
- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539)
- Docking, Style: Docked windows honor display their border properly. (#2522)
- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.
- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
- Docking: Prevent docking any window created above a popup/modal. (#4317)
- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order
to ensure a window is not parented. Previously this would use the global default (which might be 0,
but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871)
- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
- Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport.
- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462)
-----------------------------------------------------------------------
VERSION 1.85 (Released 2021-10-12)
@@ -933,6 +1306,10 @@ Breaking Changes:
Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
very useful in practice, and the only use of it in the demo was illfit.
Using 'GetContentRegionAvail().x' is generally a better choice.
- (Docking branch) IsWindowFocused() and IsWindowHovered() with only the _ChildWindows flag
and without the _RootWindow flag used to leak docking hierarchy, so a docked window would
return as the child of the window hosting the dockspace. This was inconsistent and incorrect
with other behaviors so we fixed it. Added a new _DockHierarchy flag to opt-in this behavior.
Other Changes:
@@ -1006,6 +1383,29 @@ Other Changes:
- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
Docking+Viewports Branch:
- IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the
docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test.
- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the
docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test.
- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
is disabled. (#4547, #4439) [@PathogenDavid]
- Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when
called after Begin() on a docked window (broken 2021/03/04). (#3851)
- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.
The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better.
- Docking: Fixed settings load issue when mouse wheeling. (#4310)
- Docking: Fixed manually created floating node with a central node from not hiding when windows are gone.
- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin()
that returned false because the window is docked. (#4515)
- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
It would manifest when e.g. reconfiguring dock nodes while dragging.
- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows
got reassigned to a new node (created mid-frame) which already has a HostWindow.
- Viewports: Fixed window with viewport ini data immediately merged into a host viewport from
leaving a temporary viewport alive for a frame (would leak into backend).
-----------------------------------------------------------------------
VERSION 1.84.2 (Released 2021-08-23)
@@ -1142,6 +1542,25 @@ Other Changes:
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
Docking+Viewports Branch:
- Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186)
- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
- Docking: Fix crash using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295) [@hsimyu]
- Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace, which tends to happen
when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace
on the next frame after the floating window hosting the node has been automatically created. (#3203, #4295)
- Docking: Reworked node flags saving/inheritance so that flags enforced by docked windows via the
DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.
(#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
- Docking: (Internal/Experimental) Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass as
it is ambiguous how to apply them and we haven't got a use out of them yet.
- Docking: Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows when there are
no close button. (#5745)
- Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value
from the implicit/fallback window. (#4236, #2409)
- Backends: Vulkan: Fix the use of the incorrect fence for secondary viewports. (#4208) [@FunMiles]
-----------------------------------------------------------------------
VERSION 1.83 (Released 2021-05-24)
@@ -1226,6 +1645,22 @@ Other Changes:
- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
Docking+Viewports Branch:
- [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the
option set to false (dock/undock by default, hold shift to avoid docking). (#2109)
- Docking: DockSpace() returns its node ID.
- Docking: Dockspace() never draws a background. (#3924)
- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations.
- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130)
- Docking: Tweak rendering and alignment of dock node menu marker. (#4130)
- Docking: Fixed restoring of tab order within a dockspace or a split node.
- Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.
- Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame.
- Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967)
- Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837).
- Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
-----------------------------------------------------------------------
VERSION 1.82 (Released 2021-02-15)
@@ -1321,6 +1756,13 @@ Other Changes:
scheduled builds builds are not required. [@rokups]
- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
Docking+Viewports Branch:
- Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213)
- Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable.
- Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch.
- Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787)
-----------------------------------------------------------------------
VERSION 1.81 (Released 2021-02-10)
@@ -1402,6 +1844,17 @@ Other Changes:
- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
Docking+Viewports Branch:
- Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC]
- Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733)
- Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate
(and misleading as we will evolve the concept).
- Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into regular fields
(WorkPos, WorkSize) before exposing in master branch.
- Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
- Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)
-----------------------------------------------------------------------
VERSION 1.80 (Released 2021-01-21)
@@ -1521,6 +1974,14 @@ Other Changes:
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
Docking+Viewports Branch:
- Docking: Docked windows honor change of tab and text colors. (#2771)
- Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar().
- Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
- Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport.
- Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation. (#3459, #3579)
-----------------------------------------------------------------------
VERSION 1.79 (Released 2020-10-08)
@@ -1615,6 +2076,21 @@ Other Changes:
- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
on 32-bit systems. Added project to default Visual Studio solution file. (#301)
Docking+Viewports Branch:
- Docking: DockSpace() emits ItemSize() properly (useful when not filling all space).
- Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d. Improve metrics debugging.
- Docking: Fix honoring payload filter with overlapping nodes (we incorrectly over-relied on g.HoveredDockNode
when making change for #3398).
- Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499)
- Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered.
- Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD]
- Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main
viewport. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow().
- Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424)
- Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna]
- Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks]
-----------------------------------------------------------------------
VERSION 1.78 (Released 2020-08-18)
@@ -1716,6 +2192,23 @@ Other Changes:
- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
Docking+Viewports Branch:
- Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109)
- Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an
empty node. (#3398)
- Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a. Most typically noticeable
when disabling multi-viewport.
- Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340)
- Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on
_WantLockSizeOnce forever. (#3328)
- Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be
properly handled but this is a step toward toolbar emitting size constraints.
- Docking: Added experimental flags to perform more docking filtering and disable resize per axis.
Designed for toolbar patterns.
- Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available.
- Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347)
-----------------------------------------------------------------------
VERSION 1.77 (Released 2020-06-29)
@@ -1807,6 +2300,17 @@ Other Changes:
- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
not forwarding right and center mouse clicks. (#3260) [@nburrus]
Docking+Viewports Branch:
- Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213)
- Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch. (#1542)
- Docking, Settings: Allow reload of settings data at runtime. (#2573)
- Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning
callbacks on next frame after window is resized manually. (#2117)
- Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
- Backends: DX12: Fix for crash caused by early resource release. (#3121)
- Backends, Win32: Request monitor update when DPI awareness is enabled to make sure they have the correct DPI settings.
-----------------------------------------------------------------------
VERSION 1.76 (Released 2020-04-12)
@@ -1879,6 +2383,20 @@ Other Changes:
- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
Docking+Viewports Branch:
- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101)
- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118)
- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport()
and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109)
- Viewports: Improve menu positioning in multi-monitor setups. [@rokups]
- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability
to locate those items. Also simpler and more standard.
- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892).
- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports.
- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed.
-----------------------------------------------------------------------
VERSION 1.75 (Released 2020-02-10)
@@ -1977,6 +2495,21 @@ Other Changes:
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
Docking+Viewports Branch:
- Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows.
- Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window.
- Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when
it stops being submitted).
- Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960)
- Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass
(currently experimenting with toolbar idioms).
- Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect
(can happen with OS decoration enabled).
- Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.
- Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117)
- Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
-----------------------------------------------------------------------
VERSION 1.74 (Released 2019-11-25)
@@ -2056,6 +2589,14 @@ Other Changes:
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
Docking+Viewports Branch:
- Docking: Can undock from the small triangle button. (#2109,. #2645)
- Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node,
leading to empty space at the right of tab-bars with those flags. (#2109)
- Docking: Made docked windows not use style.ChildRounding.
- Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate]
-----------------------------------------------------------------------
VERSION 1.73 (Released 2019-09-24)
@@ -2118,6 +2659,28 @@ Other Changes:
- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
Docking+Viewports Branch:
- Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109)
- Docking: Fix for node created at the same time as windows that are still resizing (typically with
io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame,
which is not ideal but not very problematic as the .ini data gets populated after that.
- Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node).
- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing
it back. Fix modal reference viewport when opened outside of another window. (#1542)
- Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445,
which becomes particularly bad with unfocused modal. (#1542)
- Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state).
There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542)
- Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created
in NewFrame() as such, messing with popup viewport inheritance.
- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so a click
would miss it and focus the OS window behind expected one. (#1542)
- Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769)
- Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups]
- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups]
- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560)
-----------------------------------------------------------------------
VERSION 1.72b (Released 2019-07-31)
@@ -2220,6 +2783,25 @@ Other Changes:
(#2482, #2632) [@josiahmanson]
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
Docking+Viewports Branch:
- Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645).
- Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690).
- Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
- Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar.
Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
- Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0
or later), which is a common user error leading to loss of .ini data on load.
- Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame.
- Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows.
- Docking: Added ImGuiDockNode to .natvis file.
- Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638)
- Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676)
- Viewport: Refactored ImGuiWindowClass's ViewportFlagsOverrideMask + ViewportFlagsOverrideValue into
ViewportFlagsOverrideSet + ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
- Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis
via the ImGuiWindowClass override mechanism. (#1542)
-----------------------------------------------------------------------
VERSION 1.71 (Released 2019-06-12)
@@ -2559,6 +3141,7 @@ Breaking Changes:
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
Other Changes:
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
- Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
- Added ImGuiTabBarFlags flags for BeginTabBar().

View File

@@ -11,7 +11,7 @@
## 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. [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
- 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 [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 read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up Dear ImGui.

View File

@@ -171,11 +171,10 @@ This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
@@ -200,6 +199,10 @@ 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>
### Miscellaneous

View File

@@ -50,7 +50,8 @@ or view this file with any Markdown viewer.
**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.
- Dozens of 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.
- 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).
@@ -557,7 +558,7 @@ 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); // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
@@ -628,10 +629,11 @@ builder.BuildRanges(&ranges); // Build the final result
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
```
All your strings need to use UTF-8 encoding. 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!
Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8.
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.
@@ -653,7 +655,7 @@ 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)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/5886)
- [Gallery](https://github.com/ocornut/imgui/issues/6478)
##### [Return to Index](#index)
@@ -665,7 +667,7 @@ Yes. People have written game editors, data browsers, debuggers, profilers, and
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 that the more typical RMGUI paradigm.
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)
@@ -673,7 +675,7 @@ Dear ImGui is built to be efficient and scalable toward the needs for AAA-qualit
### Q: Can you reskin the look of Dear ImGui?
Somehow. 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.
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)
@@ -699,7 +701,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- 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/5886). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6478). 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)

View File

@@ -12,41 +12,118 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
## Index
- [Readme First](#readme-first)
- [About Filenames](#about-filenames)
- [About UTF-8 Encoding](#about-utf-8-encoding)
- [Debug Tools](#debug-tools)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
- [Fonts Loading Instructions](#fonts-loading-instructions)
- [Using Icon Fonts](#using-icon-fonts)
- [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)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
- [About filenames](#about-filenames)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links)
---------------------------------------
## Readme First
- 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.
## Readme First
**A vast majority of font and text related issues encountered comes from 3 things:**
- Invalid filename due to use of `\` or unexpected working directory. See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
- Invalid UTF-8 encoding of your non-ASCII strings. See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm yours is correct.
- 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 Metrics/Debugger->Fonts to confirm loaded fonts and loaded glyph ranges.
The third point is a current constraint of Dear ImGui (which we will lift in the future): 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()`.
##### [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 char_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");
```
We suggest using a macro in your codebase:
```cpp
#define U8(_S) (const char*)u8##_S
ImGui::Text(U8("こんにちは"));
```
##### [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)
- 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**
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)
- 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.
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
```cpp
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
```
##### [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).
@@ -54,7 +131,7 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
##### [Return to Index](#index)
## Font Loading Instructions
## Fonts Loading Instructions
**Load default font:**
```cpp
@@ -62,7 +139,6 @@ ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
```cpp
ImGuiIO& io = ImGui::GetIO();
@@ -70,7 +146,6 @@ 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
@@ -86,7 +161,6 @@ 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;
@@ -96,7 +170,6 @@ config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
```cpp
// Load a first font
@@ -311,28 +384,6 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
##### [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_.**
Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working 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
// 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
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
```
- 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.
##### [Return to Index](#index)
## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder:

View File

@@ -39,7 +39,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
### Usage
**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.
**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. See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
**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. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
@@ -92,7 +92,7 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
### How it works
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) 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 fewer bugs) than traditional retained-mode interfaces, and lends itself to creating 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.
@@ -108,7 +108,7 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
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).
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-20220504.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master) or [older binaries](https://www.dearimgui.com/binaries).
- [imgui-demo-binaries-20230704.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20230704.zip) (Windows, 1.89.7, built 2023/07/04, master) or [older binaries](https://www.dearimgui.com/binaries).
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)).
@@ -116,11 +116,11 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen
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.
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. 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 less than two hours to integrate Dear ImGui into your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). 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 [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) it should in theory takes 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!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
@@ -135,7 +135,7 @@ 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/5886)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
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.
@@ -148,7 +148,7 @@ For a list of third-party widgets and extensions, check out the [Useful Extensio
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
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.
@@ -162,11 +162,11 @@ Private support is available for paying business customers (E-mail: _contact @ d
**Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) 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. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch 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/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/5886)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
How to help
-----------

View File

@@ -2,12 +2,12 @@ dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
This list is not well maintained, most of the work happens on GitHub nowadays.
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 backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
@@ -18,7 +18,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: when window is very small, prioritize resize button over close button.
- 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)
@@ -31,29 +31,26 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
- 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: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- 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 (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: 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
- 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: 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: AddRect vs AddLine position confusing (#2441)
- 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: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- 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.
@@ -61,8 +58,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: checkbox: checkbox with custom glyph inside frame.
- widgets: custom glyph/shapes replacements for stock sapes. (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.
@@ -81,7 +77,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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 flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
- 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.
@@ -116,20 +111,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
- 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: 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. --> ImPlot
- (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
@@ -140,21 +129,44 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: merge docking branch (#2109)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
- docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
- docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
- docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
- docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
- docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
- docking: B~ central node resizing behavior incorrect.
- docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
- docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
- docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
- docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
- docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
- docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
- docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
- docking: B: resize grip drawn in host window typically appears under scrollbar.
- docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
- docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
- docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
- docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
- docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
- docking: B- tab bar: make selected tab always shows its full title?
- docking: B- hide close button on single tab bar?
- docking: B- nav: design interactions so nav controls can dock/undock
- docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
- docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
- docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
- docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (with shift?) (#2702)
- 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: 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
@@ -167,7 +179,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper.
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
@@ -189,7 +200,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) (WIP branch)
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- 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).
@@ -198,7 +208,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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).
- 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?
@@ -244,7 +253,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- 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)
@@ -296,10 +304,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: visual feedback on button press.
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- 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().
@@ -320,12 +328,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- 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)
- inputs: we need an explicit flag about whether the platform window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- viewport: make it possible to have no main/hosting viewport
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
- viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
- viewport: need to clarify how to use GetMousePos() from a user point of view.
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
@@ -351,7 +371,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3.
- 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?

View File

@@ -32,5 +32,5 @@ 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 ..\.. /I ..\..\backends main.cpp ..\..\backends\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

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -36,6 +36,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

View File

@@ -7,7 +7,10 @@
objects = {
/* Begin PBXBuildFile section */
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; };
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; };
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
@@ -33,7 +36,11 @@
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = "<group>"; };
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; };
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
@@ -66,6 +73,7 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
@@ -76,6 +84,7 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
@@ -136,6 +145,8 @@
83BBE9E320EB46B800295997 /* Frameworks */ = {
isa = PBXGroup;
children = (
050450AC276863B000AB6805 /* QuartzCore.framework */,
05A275432773BEA20084EF39 /* QuartzCore.framework */,
05318E0E274C397200A8DE2E /* GameController.framework */,
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
@@ -153,7 +164,9 @@
isa = PBXGroup;
children = (
5079822D257677DB0038A28D /* imgui_tables.cpp */,
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
83BBEA0420EB54E700295997 /* imconfig.h */,
83BBEA0320EB54E700295997 /* imgui.cpp */,
@@ -268,9 +281,9 @@
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
@@ -281,10 +294,10 @@
files = (
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
);

View File

@@ -56,11 +56,21 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Renderer backend
ImGui_ImplMetal_Init(_device);
@@ -191,6 +201,13 @@
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size

View File

@@ -43,11 +43,21 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self);
ImGui_ImplOpenGL2_Init();
@@ -132,6 +142,13 @@
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
[[self openGLContext] flushBuffer];

View File

@@ -29,11 +29,21 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -65,7 +75,7 @@ int main(int, char**)
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window);
@@ -153,6 +163,13 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -48,11 +48,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
@@ -146,6 +158,17 @@ int main(int, char**)
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -73,11 +73,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -172,6 +184,17 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -7,8 +7,8 @@
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -6,8 +6,8 @@
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -92,6 +92,7 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -107,6 +108,7 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -125,6 +127,7 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -146,6 +149,7 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -99,6 +99,10 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
@@ -419,11 +423,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
@@ -561,17 +577,25 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -57,6 +57,7 @@ int main(int argc, char** argv)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -74,7 +75,6 @@ int main(int argc, char** argv)
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -107,6 +107,8 @@ void MainLoopStep()
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGLUT_NewFrame();
ImGui::NewFrame();
ImGuiIO& io = ImGui::GetIO();
// 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)
@@ -147,7 +149,6 @@ void MainLoopStep()
// Rendering
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)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);

View File

@@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -92,6 +92,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -106,6 +107,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -123,6 +125,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -143,6 +146,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -61,11 +61,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -166,6 +178,13 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}

View File

@@ -20,11 +20,21 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -164,6 +174,13 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -47,11 +47,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
@@ -145,6 +157,19 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}

View File

@@ -10,10 +10,10 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly:
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
## Linux and similar Unixes

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -74,11 +74,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -179,6 +191,19 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -1,25 +0,0 @@
# How to Build
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

View File

@@ -14,11 +14,11 @@
#CXX = g++
#CXX = clang++
EXE = example_sdl2_sdlrenderer
EXE = example_sdl2_sdlrenderer2
IMGUI_DIR = ../..
SOURCES = main.cpp
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_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)

View File

@@ -0,0 +1,25 @@
# How to Build
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

View File

@@ -2,7 +2,7 @@
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl2_sdlrenderer_
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -20,8 +20,9 @@
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
<RootNamespace>example_sdl2_sdlrenderer</RootNamespace>
<RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl2_sdlrenderer2</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -91,6 +92,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +107,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +125,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +146,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -161,7 +166,7 @@
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
@@ -169,7 +174,7 @@
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
@@ -179,4 +184,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@@ -31,7 +31,7 @@
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp">
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
@@ -45,7 +45,7 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h">
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
@@ -61,4 +61,4 @@
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@@ -3,13 +3,12 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness.
// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer.h"
#include "imgui_impl_sdlrenderer2.h"
#include <stdio.h>
#include <SDL.h>
@@ -58,7 +57,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer_Init(renderer);
ImGui_ImplSDLRenderer2_Init(renderer);
// 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.
@@ -101,7 +100,7 @@ int main(int, char**)
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
@@ -147,12 +146,12 @@ int main(int, char**)
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}
// Cleanup
ImGui_ImplSDLRenderer_Shutdown();
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();

View File

@@ -7,4 +7,4 @@
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -92,6 +92,7 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -107,6 +108,7 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -125,6 +127,7 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -146,6 +149,7 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -87,6 +87,10 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
@@ -414,11 +418,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
@@ -565,17 +581,25 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup

View File

@@ -1,3 +1,7 @@
# IMPORTANT: SDL3 IS IN DEVELOPMENT, AS OF 2023-05-30, EMSCRIPTEN DOESN'T SUPPORT SDL3 YET.
# WE ARE LEAVING THIS MAKEFILE AROUND FOR THE DAY IT WILL SUPPORT IT.
#
# Makefile to use with SDL+emscripten
# See https://emscripten.org/docs/getting_started/downloads.html

View File

@@ -10,10 +10,10 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly:
```
set SDL2_DIR=path_to_your_sdl3_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
```
## Linux and similar Unixes
@@ -37,21 +37,4 @@ c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
## Emscripten
**Building**
You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make -f Makefile.emscripten` while in the current directory.
**Running an Emscripten project**
To run on a local machine:
- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
As of 2023-05-30 Emscripten doesn't support SDL3 yet.

View File

@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -91,6 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -105,6 +106,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -122,6 +124,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -142,6 +145,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -14,7 +14,7 @@
#include <SDL3/SDL_opengl.h>
#endif
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
@@ -79,11 +79,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -184,6 +196,19 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -0,0 +1,73 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
#CXX = g++
#CXX = clang++
EXE = example_sdl3_sdlrenderer3
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -ldl `sdl3-config --libs`
CXXFLAGS += `sdl3-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl3_sdlrenderer3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -0,0 +1,186 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
<RootNamespace>example_sdl3_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
<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="..\..\backends\imgui_impl_sdl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

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@@ -0,0 +1,174 @@
// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"
#include <stdio.h>
#include <SDL3/SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL3/SDL_opengles2.h>
#else
#include <SDL3/SDL_opengl.h>
#endif
// Main code
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
// Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == nullptr)
{
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
return -1;
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer3_Init(renderer);
// 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 a nullptr. 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.
// - 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.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
#ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}
// Cleanup
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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@@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@@ -87,6 +87,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -100,6 +101,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -116,6 +118,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -134,6 +137,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

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@@ -12,6 +12,7 @@
// Data
static ID3D10Device* g_pd3dDevice = nullptr;
static IDXGISwapChain* g_pSwapChain = nullptr;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
// Forward declarations of helper functions
@@ -48,11 +49,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
@@ -95,6 +108,15 @@ int main(int, char**)
if (done)
break;
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
g_ResizeWidth = g_ResizeHeight = 0;
CreateRenderTarget();
}
// Start the Dear ImGui frame
ImGui_ImplDX10_NewFrame();
ImGui_ImplWin32_NewFrame();
@@ -144,6 +166,13 @@ int main(int, char**)
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
@@ -160,7 +189,6 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
@@ -228,12 +256,10 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
if (wParam == SIZE_MINIMIZED)
return 0;
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
g_ResizeHeight = (UINT)HIWORD(lParam);
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu

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@@ -5,5 +5,5 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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