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551 Commits
v1.89.9-do
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v1.90.7-do
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1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
||||
90
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
Normal file
90
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
Normal file
@@ -0,0 +1,90 @@
|
||||
name: "Ask a question, report a bug, request a feature, etc."
|
||||
description: "Ask any question, discuss best practices, report a bug, request a feature."
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
|
||||
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
**Prerequisites:**
|
||||
- I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
|
||||
- I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
|
||||
- I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
|
||||
- I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
|
||||
|
||||
----
|
||||
- type: input
|
||||
id: specs_version
|
||||
attributes:
|
||||
label: "Version/Branch of Dear ImGui:"
|
||||
description: "(please specify if you have made substantial modifications to your copy)"
|
||||
value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
|
||||
placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: specs_backend
|
||||
attributes:
|
||||
label: "Back-ends:"
|
||||
description: (or specify when using custom engine/back-ends)
|
||||
value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
|
||||
placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a"
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: specs_compiler_os
|
||||
attributes:
|
||||
label: "Compiler, OS:"
|
||||
placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: specs_full
|
||||
attributes:
|
||||
label: "Full config/build information:"
|
||||
placeholder: |
|
||||
(If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
|
||||
validations:
|
||||
required: false
|
||||
- type: textarea
|
||||
id: issue_description
|
||||
attributes:
|
||||
label: "Details:"
|
||||
description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
|
||||
value: |
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: screenshots
|
||||
attributes:
|
||||
label: "Screenshots/Video:"
|
||||
description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
|
||||
placeholder: "(You can drag files here)"
|
||||
validations:
|
||||
required: false
|
||||
- type: textarea
|
||||
id: repro_code
|
||||
attributes:
|
||||
label: "Minimal, Complete and Verifiable Example code:"
|
||||
description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
|
||||
value: |
|
||||
```cpp
|
||||
// Here's some code anyone can copy and paste to reproduce your issue
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
||||
validations:
|
||||
required: false
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!
|
||||
46
.github/issue_template.md
vendored
46
.github/issue_template.md
vendored
@@ -1,46 +0,0 @@
|
||||
(Click "Preview" above ^ to turn URL into clickable links)
|
||||
|
||||
1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
|
||||
2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
|
||||
|
||||
3. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
|
||||
|
||||
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the links above.
|
||||
|
||||
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
||||
----
|
||||
|
||||
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
|
||||
|
||||
**Version/Branch of Dear ImGui:**
|
||||
|
||||
Version: XXX
|
||||
Branch: XXX _(master/viewport/docking/etc.)_
|
||||
|
||||
**Back-end/Renderer/Compiler/OS**
|
||||
|
||||
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
|
||||
Compiler: XXX _(if the question is related to building or platform specific features)_
|
||||
Operating System: XXX
|
||||
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
|
||||
**Screenshots/Video**
|
||||
|
||||
XXX _(you can drag files here)_
|
||||
|
||||
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
|
||||
```
|
||||
// Here's some code anyone can copy and paste to reproduce your issue
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
||||
16
.github/workflows/build.yml
vendored
16
.github/workflows/build.yml
vendored
@@ -21,7 +21,7 @@ jobs:
|
||||
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
|
||||
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
shell: powershell
|
||||
@@ -209,7 +209,7 @@ jobs:
|
||||
Linux:
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -402,7 +402,7 @@ jobs:
|
||||
MacOS:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -462,7 +462,7 @@ jobs:
|
||||
iOS:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: |
|
||||
@@ -472,7 +472,7 @@ jobs:
|
||||
Emscripten:
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -489,17 +489,17 @@ jobs:
|
||||
popd
|
||||
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
|
||||
|
||||
- name: Build example_emscripten_wgpu
|
||||
- name: Build example_glfw_wgpu
|
||||
run: |
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten_wgpu
|
||||
make -C examples/example_glfw_wgpu -f Makefile.emscripten
|
||||
|
||||
Android:
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Build example_android_opengl3
|
||||
run: |
|
||||
|
||||
2
.github/workflows/static-analysis.yml
vendored
2
.github/workflows/static-analysis.yml
vendored
@@ -12,7 +12,7 @@ jobs:
|
||||
PVS-Studio:
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v3
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -40,8 +40,9 @@ examples/*.o.tmp
|
||||
examples/*.out.js
|
||||
examples/*.out.wasm
|
||||
examples/example_glfw_opengl3/web/*
|
||||
examples/example_glfw_wgpu/web/*
|
||||
examples/example_glfw_wgpu/external/*
|
||||
examples/example_sdl2_opengl3/web/*
|
||||
examples/example_emscripten_wgpu/web/*
|
||||
|
||||
## JetBrains IDE artifacts
|
||||
.idea
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2023 Omar Cornut
|
||||
Copyright (c) 2014-2024 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -13,8 +13,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -25,7 +28,7 @@
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -421,6 +424,7 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -436,9 +440,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
|
||||
{ 0, 0, 0 }
|
||||
};
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
@@ -488,8 +492,9 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (ev->type)
|
||||
{
|
||||
@@ -584,7 +589,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
|
||||
|
||||
if (!bd->Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
||||
@@ -13,8 +13,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -154,7 +157,7 @@ static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
|
||||
}
|
||||
}
|
||||
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int32_t event_type = AInputEvent_getType(input_event);
|
||||
@@ -181,7 +184,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
case AKEY_EVENT_ACTION_UP:
|
||||
{
|
||||
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
|
||||
if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
|
||||
if (key != ImGuiKey_None)
|
||||
{
|
||||
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
|
||||
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
|
||||
@@ -219,25 +222,27 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
{
|
||||
case AMOTION_EVENT_ACTION_DOWN:
|
||||
case AMOTION_EVENT_ACTION_UP:
|
||||
{
|
||||
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
|
||||
// but we have to process them separately to identify the actual button pressed. This is done below via
|
||||
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
|
||||
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|
||||
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
|
||||
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
|
||||
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
|
||||
{
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
|
||||
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
|
||||
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
|
||||
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
|
||||
}
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
|
||||
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
|
||||
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
|
||||
break;
|
||||
}
|
||||
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
|
||||
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
@@ -259,6 +264,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
|
||||
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -27,7 +30,7 @@ struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
|
||||
|
||||
|
||||
@@ -8,12 +8,15 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -417,9 +420,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
@@ -537,6 +540,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -585,7 +589,7 @@ void ImGui_ImplDX10_Shutdown()
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,12 +8,15 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -429,9 +432,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
@@ -549,6 +552,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -602,7 +606,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -17,12 +17,15 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@@ -664,9 +667,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
@@ -774,6 +777,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -830,7 +834,7 @@ void ImGui_ImplDX12_Shutdown()
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
@@ -896,7 +900,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
sd1.SampleDesc.Quality = 0;
|
||||
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd1.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd1.Scaling = DXGI_SCALING_NONE;
|
||||
sd1.Stereo = FALSE;
|
||||
|
||||
IDXGIFactory4* dxgi_factory = nullptr;
|
||||
|
||||
@@ -11,8 +11,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,12 +8,16 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
||||
@@ -294,6 +298,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -327,6 +332,24 @@ void ImGui_ImplDX9_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
|
||||
{
|
||||
IDirect3D9* pd3d = nullptr;
|
||||
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
|
||||
return false;
|
||||
D3DDEVICE_CREATION_PARAMETERS param = {};
|
||||
D3DDISPLAYMODE mode = {};
|
||||
if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
|
||||
{
|
||||
pd3d->Release();
|
||||
return false;
|
||||
}
|
||||
// Font texture should support linear filter, color blend and write to render-target
|
||||
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
|
||||
pd3d->Release();
|
||||
return support;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
@@ -338,18 +361,21 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||
if (!rgba_support && io.Fonts->TexPixelsUseColors)
|
||||
{
|
||||
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
|
||||
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
|
||||
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
|
||||
pixels = (unsigned char*)dst_start;
|
||||
}
|
||||
#else
|
||||
const bool rgba_support = false;
|
||||
#endif
|
||||
|
||||
// Upload texture to graphics system
|
||||
bd->FontTexture = nullptr;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
|
||||
@@ -362,7 +388,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
if (!rgba_support && io.Fonts->TexPixelsUseColors)
|
||||
ImGui::MemFree(pixels);
|
||||
#endif
|
||||
|
||||
@@ -394,7 +420,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
@@ -508,7 +534,7 @@ 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);
|
||||
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_InitPlatformInterface()
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -10,18 +10,22 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
// 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)
|
||||
@@ -86,11 +90,15 @@
|
||||
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
#ifndef GLFW_EXPOSE_NATIVE_COCOA
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
@@ -133,7 +141,7 @@ enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
GlfwClientApi_Vulkan,
|
||||
};
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
@@ -148,6 +156,9 @@ struct ImGui_ImplGlfw_Data
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
bool WantUpdateMonitors;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
@@ -159,7 +170,7 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -302,6 +313,18 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
case GLFW_KEY_F13: return ImGuiKey_F13;
|
||||
case GLFW_KEY_F14: return ImGuiKey_F14;
|
||||
case GLFW_KEY_F15: return ImGuiKey_F15;
|
||||
case GLFW_KEY_F16: return ImGuiKey_F16;
|
||||
case GLFW_KEY_F17: return ImGuiKey_F17;
|
||||
case GLFW_KEY_F18: return ImGuiKey_F18;
|
||||
case GLFW_KEY_F19: return ImGuiKey_F19;
|
||||
case GLFW_KEY_F20: return ImGuiKey_F20;
|
||||
case GLFW_KEY_F21: return ImGuiKey_F21;
|
||||
case GLFW_KEY_F22: return ImGuiKey_F22;
|
||||
case GLFW_KEY_F23: return ImGuiKey_F23;
|
||||
case GLFW_KEY_F24: return ImGuiKey_F24;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
@@ -491,48 +514,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// 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);
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
@@ -590,6 +572,7 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
@@ -602,7 +585,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#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))
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
#endif
|
||||
|
||||
@@ -669,9 +652,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->PrevWndProc != nullptr);
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
bd->ClientApi = client_api;
|
||||
@@ -703,15 +686,18 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
// Windows: restore our WndProc hook
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
||||
bd->PrevWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
@@ -726,7 +712,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
|
||||
ImGuiID mouse_viewport_id = 0;
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
||||
@@ -767,7 +752,8 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
|
||||
// (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.
|
||||
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
|
||||
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
|
||||
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
||||
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
||||
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
||||
@@ -775,12 +761,12 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
// - [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
|
||||
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
||||
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
||||
#endif
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
|
||||
mouse_viewport_id = viewport->ID;
|
||||
#else
|
||||
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
||||
@@ -917,7 +903,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@@ -945,6 +931,43 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
double canvas_width, canvas_height;
|
||||
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
||||
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
||||
return true;
|
||||
}
|
||||
|
||||
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
double canvas_width, canvas_height;
|
||||
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
||||
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
||||
return true;
|
||||
}
|
||||
|
||||
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
|
||||
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
|
||||
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
|
||||
{
|
||||
IM_ASSERT(canvas_selector != nullptr);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
bd->CanvasSelector = canvas_selector;
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
|
||||
|
||||
// Change the size of the GLFW window according to the size of the canvas
|
||||
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
@@ -958,8 +981,11 @@ struct ImGui_ImplGlfw_ViewportData
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
#ifdef _WIN32
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
|
||||
};
|
||||
|
||||
@@ -1094,10 +1120,9 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
|
||||
// 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);
|
||||
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
#if !GLFW_HAS_FOCUS_ON_SHOW
|
||||
@@ -1284,6 +1309,59 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
|
||||
#ifdef _WIN32
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
WNDPROC prev_wndproc = bd->PrevWndProc;
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport != NULL)
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
prev_wndproc = vd->PrevWndProc;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
||||
case WM_NCHITTEST:
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
||||
return HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif // #ifdef _WIN32
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
@@ -8,16 +8,18 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -32,6 +34,11 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// Emscripten related initialization phase methods
|
||||
#ifdef __EMSCRIPTEN__
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
|
||||
#endif
|
||||
|
||||
// GLFW callbacks install
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -164,6 +167,7 @@ static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
|
||||
bool ImGui_ImplGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
#ifdef FREEGLUT
|
||||
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -8,12 +8,15 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||
@@ -84,7 +87,6 @@ struct ImGui_ImplMetal_Data
|
||||
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
@@ -130,8 +132,11 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@@ -163,7 +168,7 @@ void ImGui_ImplMetal_Shutdown()
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
@@ -704,13 +709,13 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
||||
}
|
||||
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
|
||||
@@ -7,8 +7,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@@ -20,9 +23,9 @@
|
||||
|
||||
// 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.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
@@ -86,6 +89,7 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -117,7 +121,7 @@ void ImGui_ImplOpenGL2_Shutdown()
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
@@ -200,9 +204,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
|
||||
@@ -7,8 +7,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
|
||||
@@ -15,12 +15,20 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
|
||||
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
|
||||
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
|
||||
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
|
||||
// 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)
|
||||
@@ -172,9 +180,21 @@
|
||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
|
||||
#ifdef GL_POLYGON_MODE
|
||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
|
||||
// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
@@ -187,16 +207,6 @@
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// Desktop GL use extension detection
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#endif
|
||||
|
||||
// [Debugging]
|
||||
//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
@@ -225,6 +235,7 @@ struct ImGui_ImplOpenGL3_Data
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
bool HasPolygonMode;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
|
||||
@@ -270,6 +281,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize our loader
|
||||
@@ -293,16 +305,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
bd->GlProfileIsES2 = true;
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (bd->GlVersion >= 320)
|
||||
@@ -312,6 +321,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#else
|
||||
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
@@ -326,7 +338,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_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]
|
||||
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
@@ -359,8 +371,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
|
||||
#endif
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
@@ -394,7 +409,7 @@ void ImGui_ImplOpenGL3_Shutdown()
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
@@ -416,8 +431,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
if (bd->HasPolygonMode)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
@@ -468,9 +484,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
@@ -505,8 +521,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
@@ -644,18 +660,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
|
||||
if (bd->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
|
||||
if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
|
||||
#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
|
||||
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]);
|
||||
@@ -752,6 +760,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
GLint last_pixel_unpack_buffer = 0;
|
||||
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
@@ -925,6 +937,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
@@ -15,8 +15,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
@@ -39,9 +42,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Specific OpenGL ES versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
|
||||
|
||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
|
||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
|
||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
|
||||
@@ -18,7 +18,7 @@
|
||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
@@ -346,6 +346,10 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean
|
||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#endif
|
||||
#endif /* GL_VERSION_2_0 */
|
||||
#ifndef GL_VERSION_2_1
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
#endif /* GL_VERSION_2_1 */
|
||||
#ifndef GL_VERSION_3_0
|
||||
typedef khronos_uint16_t GLhalf;
|
||||
#define GL_MAJOR_VERSION 0x821B
|
||||
@@ -467,7 +471,7 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union GL3WProcs {
|
||||
union ImGL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
@@ -532,7 +536,7 @@ union GL3WProcs {
|
||||
} gl;
|
||||
};
|
||||
|
||||
GL3W_API extern union GL3WProcs imgl3wProcs;
|
||||
GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
/* OpenGL functions */
|
||||
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||
@@ -608,7 +612,7 @@ extern "C" {
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
#if defined(_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
@@ -661,26 +665,123 @@ static GL3WglProc get_proc(const char *proc)
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl;
|
||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||
static void* libgl; // OpenGL library
|
||||
static void* libglx; // GLX library
|
||||
static void* libegl; // EGL library
|
||||
static GL3WGetProcAddressProc gl_get_proc_address;
|
||||
|
||||
static void close_libgl(void)
|
||||
{
|
||||
if (libgl) {
|
||||
dlclose(libgl);
|
||||
libgl = NULL;
|
||||
}
|
||||
if (libegl) {
|
||||
dlclose(libegl);
|
||||
libegl = NULL;
|
||||
}
|
||||
if (libglx) {
|
||||
dlclose(libglx);
|
||||
libglx = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static int is_library_loaded(const char* name, void** lib)
|
||||
{
|
||||
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
|
||||
return *lib != NULL;
|
||||
}
|
||||
|
||||
static int open_libs(void)
|
||||
{
|
||||
// On Linux we have two APIs to get process addresses: EGL and GLX.
|
||||
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
|
||||
|
||||
libgl = NULL;
|
||||
libegl = NULL;
|
||||
libglx = NULL;
|
||||
|
||||
// First check what's already loaded, the windowing library might have
|
||||
// already loaded either EGL or GLX and we want to use the same one.
|
||||
|
||||
if (is_library_loaded("libEGL.so.1", &libegl) ||
|
||||
is_library_loaded("libGLX.so.0", &libglx)) {
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
}
|
||||
|
||||
if (is_library_loaded("libGL.so", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.1", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.3", &libgl))
|
||||
return GL3W_OK;
|
||||
|
||||
// Neither is already loaded, so we have to load one. Try EGL first
|
||||
// because it is supported under both X11 and Wayland.
|
||||
|
||||
// Load OpenGL + EGL
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl && libegl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
|
||||
// Fall back to legacy libGL, which includes GLX
|
||||
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
|
||||
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
int res = open_libs();
|
||||
if (res)
|
||||
return res;
|
||||
|
||||
if (libegl)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
|
||||
else if (libglx)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
|
||||
else
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
|
||||
if (!gl_get_proc_address) {
|
||||
close_libgl();
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
}
|
||||
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { dlclose(libgl); }
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
static GL3WglProc get_proc(const char* proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
res = glx_get_proc_address((const GLubyte *)proc);
|
||||
GL3WglProc res = NULL;
|
||||
|
||||
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
|
||||
// functions and may return a dummy function if we try, so try to load the
|
||||
// function from the GL library directly first.
|
||||
if (libegl)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
if (!res)
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
res = gl_get_proc_address(proc);
|
||||
|
||||
if (!libegl && !res)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
@@ -794,12 +895,12 @@ static const char *proc_names[] = {
|
||||
"glViewport",
|
||||
};
|
||||
|
||||
GL3W_API union GL3WProcs imgl3wProcs;
|
||||
GL3W_API union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
|
||||
|
||||
@@ -10,12 +10,18 @@
|
||||
// [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.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -10,12 +10,18 @@
|
||||
// [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.
|
||||
// [x] Platform: Multi-viewport / platform windows.
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
@@ -27,7 +33,8 @@
|
||||
|
||||
// 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.
|
||||
// 2024-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
|
||||
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
|
||||
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
|
||||
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
|
||||
@@ -83,7 +90,6 @@ struct ImGui_ImplOSX_Data
|
||||
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
|
||||
|
||||
@@ -136,12 +142,28 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
- (void)updateImePosWithView:(NSView *)view
|
||||
{
|
||||
NSWindow *window = view.window;
|
||||
NSWindow* window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
NSRect frame = window.frame;
|
||||
NSRect contentRect = window.contentLayoutRect;
|
||||
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
|
||||
contentRect = frame;
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
_imeRect = NSMakeRect(_posX, _posY, 0, 0);
|
||||
_imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect()
|
||||
}
|
||||
else
|
||||
{
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
@@ -346,36 +368,36 @@ static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
|
||||
case kVK_RightOption: return ImGuiKey_RightAlt;
|
||||
case kVK_RightCommand: return ImGuiKey_RightSuper;
|
||||
// case kVK_Function: return ImGuiKey_;
|
||||
// case kVK_F17: return ImGuiKey_;
|
||||
// case kVK_VolumeUp: return ImGuiKey_;
|
||||
// case kVK_VolumeDown: return ImGuiKey_;
|
||||
// case kVK_Mute: return ImGuiKey_;
|
||||
// case kVK_F18: return ImGuiKey_;
|
||||
// case kVK_F19: return ImGuiKey_;
|
||||
// case kVK_F20: return ImGuiKey_;
|
||||
case kVK_F1: return ImGuiKey_F1;
|
||||
case kVK_F2: return ImGuiKey_F2;
|
||||
case kVK_F3: return ImGuiKey_F3;
|
||||
case kVK_F4: return ImGuiKey_F4;
|
||||
case kVK_F5: return ImGuiKey_F5;
|
||||
case kVK_F6: return ImGuiKey_F6;
|
||||
case kVK_F7: return ImGuiKey_F7;
|
||||
case kVK_F3: return ImGuiKey_F3;
|
||||
case kVK_F8: return ImGuiKey_F8;
|
||||
case kVK_F9: return ImGuiKey_F9;
|
||||
case kVK_F11: return ImGuiKey_F11;
|
||||
case kVK_F13: return ImGuiKey_PrintScreen;
|
||||
// case kVK_F16: return ImGuiKey_;
|
||||
// case kVK_F14: return ImGuiKey_;
|
||||
case kVK_F10: return ImGuiKey_F10;
|
||||
case 0x6E: return ImGuiKey_Menu;
|
||||
case kVK_F11: return ImGuiKey_F11;
|
||||
case kVK_F12: return ImGuiKey_F12;
|
||||
// case kVK_F15: return ImGuiKey_;
|
||||
case kVK_F13: return ImGuiKey_F13;
|
||||
case kVK_F14: return ImGuiKey_F14;
|
||||
case kVK_F15: return ImGuiKey_F15;
|
||||
case kVK_F16: return ImGuiKey_F16;
|
||||
case kVK_F17: return ImGuiKey_F17;
|
||||
case kVK_F18: return ImGuiKey_F18;
|
||||
case kVK_F19: return ImGuiKey_F19;
|
||||
case kVK_F20: return ImGuiKey_F20;
|
||||
case 0x6E: return ImGuiKey_Menu;
|
||||
case kVK_Help: return ImGuiKey_Insert;
|
||||
case kVK_Home: return ImGuiKey_Home;
|
||||
case kVK_PageUp: return ImGuiKey_PageUp;
|
||||
case kVK_ForwardDelete: return ImGuiKey_Delete;
|
||||
case kVK_F4: return ImGuiKey_F4;
|
||||
case kVK_End: return ImGuiKey_End;
|
||||
case kVK_F2: return ImGuiKey_F2;
|
||||
case kVK_PageDown: return ImGuiKey_PageDown;
|
||||
case kVK_F1: return ImGuiKey_F1;
|
||||
case kVK_LeftArrow: return ImGuiKey_LeftArrow;
|
||||
case kVK_RightArrow: return ImGuiKey_RightArrow;
|
||||
case kVK_DownArrow: return ImGuiKey_DownArrow;
|
||||
@@ -400,20 +422,23 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
|
||||
bool ImGui_ImplOSX_Init(NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
bd->Observer = [ImGuiObserver new];
|
||||
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
|
||||
ImGui_ImplOSX_UpdateMonitors();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOSX_InitPlatformInterface();
|
||||
|
||||
@@ -549,7 +574,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
static void ImGui_ImplOSX_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
@@ -616,6 +640,7 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size
|
||||
@@ -858,9 +883,11 @@ struct ImGuiViewportDataOSX
|
||||
|
||||
@end
|
||||
|
||||
static void ConvertNSRect(NSScreen* screen, NSRect* r)
|
||||
static void ConvertNSRect(NSRect* r)
|
||||
{
|
||||
r->origin.y = screen.frame.size.height - r->origin.y - r->size.height;
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
|
||||
r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
|
||||
@@ -871,7 +898,7 @@ static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
NSScreen* screen = bd->Window.screen;
|
||||
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
|
||||
ConvertNSRect(screen, &rect);
|
||||
ConvertNSRect(&rect);
|
||||
|
||||
NSWindowStyleMask styleMask = 0;
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
|
||||
@@ -941,11 +968,13 @@ static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
|
||||
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);
|
||||
NSRect contentRect = window.contentLayoutRect;
|
||||
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
|
||||
contentRect = frame;
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
@@ -957,7 +986,7 @@ static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
NSSize size = window.frame.size;
|
||||
|
||||
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
|
||||
ConvertNSRect(window.screen, &r);
|
||||
ConvertNSRect(&r);
|
||||
[window setFrameOrigin:r.origin];
|
||||
}
|
||||
|
||||
@@ -1038,10 +1067,15 @@ static void ImGui_ImplOSX_UpdateMonitors()
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
|
||||
NSRect firstScreenFrame = NSScreen.screens[0].frame;
|
||||
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
|
||||
|
||||
for (NSScreen* screen in NSScreen.screens)
|
||||
{
|
||||
NSRect frame = screen.frame;
|
||||
NSRect visibleFrame = screen.visibleFrame;
|
||||
ConvertNSRect(&frame);
|
||||
ConvertNSRect(&visibleFrame);
|
||||
|
||||
ImGuiPlatformMonitor imgui_monitor;
|
||||
imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y);
|
||||
@@ -1058,7 +1092,6 @@ static void ImGui_ImplOSX_UpdateMonitors()
|
||||
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();
|
||||
|
||||
@@ -10,18 +10,24 @@
|
||||
// [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'.
|
||||
// Missing features:
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [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.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 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)
|
||||
@@ -112,19 +118,26 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
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;
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
ImGui_ImplSDL2_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -281,6 +294,20 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -301,8 +328,9 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
@@ -387,10 +415,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
@@ -408,6 +436,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
return true;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -415,6 +449,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
@@ -455,6 +490,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
@@ -551,6 +590,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -563,7 +604,7 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
@@ -652,59 +693,118 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor)
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
SDL_GameControllerClose(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
// Update list of controller(s) to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
int joystick_count = SDL_NumJoysticks();
|
||||
for (int n = 0; n < joystick_count; n++)
|
||||
if (SDL_IsGameController(n))
|
||||
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
|
||||
@@ -743,7 +843,7 @@ static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
@@ -773,10 +873,10 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,14 +9,18 @@
|
||||
// [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'.
|
||||
// Missing features:
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [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.
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -24,6 +28,7 @@
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
@@ -36,8 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -10,18 +10,26 @@
|
||||
// [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()!.
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
|
||||
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 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)
|
||||
@@ -40,10 +48,15 @@
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
@@ -51,22 +64,37 @@
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
|
||||
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
|
||||
#ifndef SDLK_APOSTROPHE
|
||||
#define SDLK_APOSTROPHE SDLK_QUOTE
|
||||
#endif
|
||||
#ifndef SDLK_GRAVE
|
||||
#define SDLK_GRAVE SDLK_BACKQUOTE
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL3_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
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;
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
bool UseVulkan;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MousePendingLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
ImGui_ImplSDL3_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -110,6 +138,11 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlat
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
SDL_StartTextInput();
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -132,7 +165,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
@@ -142,7 +175,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
@@ -222,6 +255,20 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -242,8 +289,9 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
@@ -304,8 +352,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_DISPLAY_ORIENTATION:
|
||||
case SDL_EVENT_DISPLAY_CONNECTED:
|
||||
case SDL_EVENT_DISPLAY_DISCONNECTED:
|
||||
case SDL_EVENT_DISPLAY_ADDED:
|
||||
case SDL_EVENT_DISPLAY_REMOVED:
|
||||
case SDL_EVENT_DISPLAY_MOVED:
|
||||
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
|
||||
{
|
||||
@@ -315,7 +363,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
return true;
|
||||
}
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
@@ -324,7 +372,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
||||
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
||||
{
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
@@ -347,14 +395,33 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
||||
{
|
||||
viewport->PlatformHandle = window;
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(__WIN32__) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
@@ -394,6 +461,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
@@ -408,17 +479,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// 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)
|
||||
{
|
||||
#if defined(SDL_ENABLE_SYSWM_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
@@ -478,6 +539,8 @@ bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -490,7 +553,7 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
@@ -579,59 +642,119 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor)
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
SDL_CloseGamepad(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
// Get gamepad
|
||||
// Update list of gamepads to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
int sdl_gamepads_count = 0;
|
||||
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
||||
for (int n = 0; n < sdl_gamepads_count; n++)
|
||||
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
SDL_free(sdl_gamepads);
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
|
||||
if (!gamepad)
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMonitors()
|
||||
@@ -666,7 +789,7 @@ static void ImGui_ImplSDL3_UpdateMonitors()
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
@@ -693,10 +816,10 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
@@ -772,17 +895,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
||||
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
|
||||
}
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
||||
@@ -909,7 +1022,7 @@ static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
{
|
||||
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);
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
|
||||
@@ -10,14 +10,19 @@
|
||||
// [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).
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [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()!.
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -25,6 +30,7 @@
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
@@ -37,4 +43,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -14,10 +14,15 @@
|
||||
// [ ] 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
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||||
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
|
||||
@@ -45,9 +50,9 @@
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer2_Data
|
||||
{
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -61,6 +66,7 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
||||
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
@@ -70,7 +76,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SDLRenderer = renderer;
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -89,35 +95,31 @@ void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState()
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
|
||||
SDL_RenderSetViewport(renderer, nullptr);
|
||||
SDL_RenderSetClipRect(renderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
SDL_RenderGetScale(renderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
@@ -136,16 +138,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
|
||||
SDL_RenderGetViewport(renderer, &old.Viewport);
|
||||
SDL_RenderGetClipRect(renderer, &old.ClipRect);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = render_scale;
|
||||
|
||||
// Render command lists
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@@ -160,7 +162,7 @@ void ImGui_ImplSDLRenderer2_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_ImplSDLRenderer2_SetupRenderState();
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@@ -177,19 +179,19 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
continue;
|
||||
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||||
SDL_RenderSetClipRect(renderer, &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));
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
#if SDL_VERSION_ATLEAST(2,0,19)
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
#else
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
#endif
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
SDL_RenderGeometryRaw(renderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
@@ -200,8 +202,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
SDL_RenderSetViewport(renderer, &old.Viewport);
|
||||
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
@@ -217,7 +219,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
|
||||
@@ -13,6 +13,14 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -22,7 +30,7 @@ struct SDL_Renderer;
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
|
||||
@@ -14,10 +14,16 @@
|
||||
// [ ] 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
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
|
||||
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
|
||||
// 2023-05-30: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
@@ -40,9 +46,9 @@
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer3_Data
|
||||
{
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -56,6 +62,7 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
|
||||
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
@@ -65,7 +72,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SDLRenderer = renderer;
|
||||
bd->Renderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -84,35 +91,31 @@ void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState()
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
|
||||
{
|
||||
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);
|
||||
SDL_SetRenderViewport(renderer, nullptr);
|
||||
SDL_SetRenderClipRect(renderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
SDL_GetRenderScale(renderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
@@ -127,20 +130,22 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
SDL_Rect Viewport;
|
||||
bool ViewportEnabled;
|
||||
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);
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
|
||||
SDL_GetRenderViewport(renderer, &old.Viewport);
|
||||
SDL_GetRenderClipRect(renderer, &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();
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@@ -155,7 +160,7 @@ void ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_SetupRenderState();
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@@ -172,19 +177,15 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
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);
|
||||
SDL_SetRenderClipRect(renderer, &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
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
SDL_RenderGeometryRaw(renderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
@@ -195,8 +196,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
||||
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
@@ -212,7 +213,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
|
||||
@@ -13,6 +13,14 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
@@ -22,7 +30,7 @@ struct SDL_Renderer;
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
|
||||
@@ -14,14 +14,17 @@
|
||||
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
||||
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
|
||||
|
||||
// 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
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
@@ -31,11 +34,24 @@
|
||||
|
||||
// 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.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
||||
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
||||
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
|
||||
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
|
||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
|
||||
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
|
||||
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
|
||||
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
|
||||
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
|
||||
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
|
||||
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
|
||||
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
|
||||
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
|
||||
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
|
||||
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -72,109 +88,53 @@
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h>
|
||||
#ifndef IM_MAX
|
||||
#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
|
||||
#endif
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#endif
|
||||
|
||||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_FrameRenderBuffers
|
||||
{
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
VkDeviceSize VertexBufferSize;
|
||||
VkDeviceSize IndexBufferSize;
|
||||
VkBuffer VertexBuffer;
|
||||
VkBuffer IndexBuffer;
|
||||
};
|
||||
|
||||
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
{
|
||||
uint32_t Index;
|
||||
uint32_t Count;
|
||||
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
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
||||
VkRenderPass RenderPass;
|
||||
VkDeviceSize BufferMemoryAlignment;
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkPipeline Pipeline;
|
||||
uint32_t Subpass;
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
|
||||
// Font data
|
||||
VkSampler FontSampler;
|
||||
VkDeviceMemory FontMemory;
|
||||
VkImage FontImage;
|
||||
VkImageView FontView;
|
||||
VkDescriptorSet FontDescriptorSet;
|
||||
VkDeviceMemory UploadBufferMemory;
|
||||
VkBuffer UploadBuffer;
|
||||
|
||||
// Render buffers for main window
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
|
||||
ImGui_ImplVulkan_Data()
|
||||
{
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
BufferMemoryAlignment = 256;
|
||||
}
|
||||
};
|
||||
|
||||
// Forward Declarations
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers;
|
||||
struct ImGui_ImplVulkan_WindowRenderBuffers;
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_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);
|
||||
|
||||
// Vulkan prototypes for use with custom loaders
|
||||
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
|
||||
#define IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
static bool g_FunctionsLoaded = false;
|
||||
#else
|
||||
static bool g_FunctionsLoaded = true;
|
||||
#endif
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
|
||||
@@ -209,6 +169,7 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
|
||||
@@ -219,34 +180,95 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(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)
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences)
|
||||
|
||||
// Define function pointers
|
||||
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
|
||||
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
|
||||
#undef IMGUI_VULKAN_FUNC_DEF
|
||||
#endif // VK_NO_PROTOTYPES
|
||||
#endif // IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
|
||||
static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
|
||||
#endif
|
||||
|
||||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers
|
||||
{
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
VkDeviceSize VertexBufferSize;
|
||||
VkDeviceSize IndexBufferSize;
|
||||
VkBuffer VertexBuffer;
|
||||
VkBuffer IndexBuffer;
|
||||
};
|
||||
|
||||
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_WindowRenderBuffers
|
||||
{
|
||||
uint32_t Index;
|
||||
uint32_t Count;
|
||||
ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
|
||||
};
|
||||
|
||||
// For multi-viewport support:
|
||||
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGui_ImplVulkan_ViewportData
|
||||
{
|
||||
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
|
||||
ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports
|
||||
bool WindowOwned;
|
||||
bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
|
||||
|
||||
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
|
||||
~ImGui_ImplVulkan_ViewportData() { }
|
||||
};
|
||||
|
||||
// Vulkan data
|
||||
struct ImGui_ImplVulkan_Data
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
||||
VkDeviceSize BufferMemoryAlignment;
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkPipeline Pipeline; // pipeline for main render pass (created by app)
|
||||
VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend)
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
|
||||
// Font data
|
||||
VkSampler FontSampler;
|
||||
VkDeviceMemory FontMemory;
|
||||
VkImage FontImage;
|
||||
VkImageView FontView;
|
||||
VkDescriptorSet FontDescriptorSet;
|
||||
VkCommandPool FontCommandPool;
|
||||
VkCommandBuffer FontCommandBuffer;
|
||||
|
||||
// Render buffers for main window
|
||||
ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
|
||||
ImGui_ImplVulkan_Data()
|
||||
{
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
BufferMemoryAlignment = 256;
|
||||
}
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// SHADERS
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -255,7 +277,7 @@ static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
|
||||
static void ImGui_ImplVulkan_InitPlatformInterface();
|
||||
static void ImGui_ImplVulkan_ShutdownPlatformInterface();
|
||||
|
||||
// glsl_shader.vert, compiled with:
|
||||
// backends/vulkan/glsl_shader.vert, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
/*
|
||||
#version 450 core
|
||||
@@ -319,7 +341,7 @@ static uint32_t __glsl_shader_vert_spv[] =
|
||||
0x0000002d,0x0000002c,0x000100fd,0x00010038
|
||||
};
|
||||
|
||||
// glsl_shader.frag, compiled with:
|
||||
// backends/vulkan/glsl_shader.frag, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
/*
|
||||
#version 450 core
|
||||
@@ -394,7 +416,13 @@ static void check_vk_result(VkResult err)
|
||||
v->CheckVkResultFn(err);
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
// Same as IM_MEMALIGN(). 'alignment' must be a power of two.
|
||||
static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment)
|
||||
{
|
||||
return (size + alignment - 1) & ~(alignment - 1);
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
@@ -404,10 +432,10 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
if (buffer_memory != VK_NULL_HANDLE)
|
||||
vkFreeMemory(v->Device, buffer_memory, v->Allocator);
|
||||
|
||||
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
|
||||
VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment);
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = vertex_buffer_size_aligned;
|
||||
buffer_info.size = buffer_size_aligned;
|
||||
buffer_info.usage = usage;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
|
||||
@@ -425,10 +453,10 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
|
||||
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
p_buffer_size = req.size;
|
||||
buffer_size = buffer_size_aligned;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
|
||||
@@ -489,23 +517,23 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
// 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;
|
||||
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
|
||||
if (wrb->FrameRenderBuffers == nullptr)
|
||||
{
|
||||
wrb->Index = 0;
|
||||
wrb->Count = v->ImageCount;
|
||||
wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
|
||||
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
|
||||
}
|
||||
IM_ASSERT(wrb->Count == v->ImageCount);
|
||||
wrb->Index = (wrb->Index + 1) % wrb->Count;
|
||||
ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
|
||||
ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
|
||||
|
||||
if (draw_data->TotalVtxCount > 0)
|
||||
{
|
||||
// Create or resize the vertex/index buffers
|
||||
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
|
||||
size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
|
||||
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
|
||||
@@ -514,9 +542,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
ImDrawVert* vtx_dst = nullptr;
|
||||
ImDrawIdx* idx_dst = nullptr;
|
||||
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
|
||||
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst);
|
||||
check_vk_result(err);
|
||||
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
|
||||
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst);
|
||||
check_vk_result(err);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@@ -616,19 +644,55 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
// Destroy existing texture (if any)
|
||||
if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
|
||||
{
|
||||
vkQueueWaitIdle(v->Queue);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
// Create command pool/buffer
|
||||
if (bd->FontCommandPool == VK_NULL_HANDLE)
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = 0;
|
||||
info.queueFamilyIndex = v->QueueFamily;
|
||||
vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool);
|
||||
}
|
||||
if (bd->FontCommandBuffer == VK_NULL_HANDLE)
|
||||
{
|
||||
VkCommandBufferAllocateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
info.commandPool = bd->FontCommandPool;
|
||||
info.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Start command buffer
|
||||
{
|
||||
err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
size_t upload_size = width * height * 4 * sizeof(char);
|
||||
|
||||
VkResult err;
|
||||
|
||||
// Create the Image:
|
||||
{
|
||||
VkImageCreateInfo info = {};
|
||||
@@ -651,7 +715,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
|
||||
check_vk_result(err);
|
||||
@@ -677,40 +741,42 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Create the Upload Buffer:
|
||||
VkDeviceMemory upload_buffer_memory;
|
||||
VkBuffer upload_buffer;
|
||||
{
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
|
||||
vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
|
||||
err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = nullptr;
|
||||
err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
|
||||
check_vk_result(err);
|
||||
memcpy(map, pixels, upload_size);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = bd->UploadBufferMemory;
|
||||
range[0].memory = upload_buffer_memory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, bd->UploadBufferMemory);
|
||||
vkUnmapMemory(v->Device, upload_buffer_memory);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
@@ -726,7 +792,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
@@ -734,7 +800,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
region.imageExtent.width = width;
|
||||
region.imageExtent.height = height;
|
||||
region.imageExtent.depth = 1;
|
||||
vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
@@ -748,15 +814,50 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
|
||||
|
||||
// End command buffer
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &bd->FontCommandBuffer;
|
||||
err = vkEndCommandBuffer(bd->FontCommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkQueueWaitIdle(v->Queue);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
|
||||
vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
|
||||
void ImGui_ImplVulkan_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
if (bd->FontDescriptorSet)
|
||||
{
|
||||
ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
|
||||
bd->FontDescriptorSet = VK_NULL_HANDLE;
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
|
||||
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
|
||||
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
// Create the shader modules
|
||||
@@ -804,15 +905,15 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[0].offset = offsetof(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[1].offset = offsetof(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
attribute_desc[2].offset = offsetof(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
@@ -883,13 +984,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
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;
|
||||
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
|
||||
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
|
||||
info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
|
||||
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
|
||||
}
|
||||
#endif
|
||||
@@ -954,43 +1053,27 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyFontUploadObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (bd->UploadBuffer)
|
||||
{
|
||||
vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
|
||||
bd->UploadBuffer = VK_NULL_HANDLE;
|
||||
}
|
||||
if (bd->UploadBufferMemory)
|
||||
{
|
||||
vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
|
||||
bd->UploadBufferMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
|
||||
if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
|
||||
if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
|
||||
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
|
||||
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
|
||||
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
|
||||
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
|
||||
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
|
||||
if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
|
||||
@@ -998,8 +1081,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
|
||||
// Load function pointers
|
||||
// You can use the default Vulkan loader using:
|
||||
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
|
||||
// But this would be equivalent to not setting VK_NO_PROTOTYPES.
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
// But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
#define IMGUI_VULKAN_FUNC_LOAD(func) \
|
||||
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
|
||||
if (func == nullptr) \
|
||||
@@ -1021,14 +1104,14 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
{
|
||||
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
|
||||
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
|
||||
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
|
||||
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
|
||||
#endif
|
||||
@@ -1040,6 +1123,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -1057,11 +1141,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
IM_ASSERT(info->MinImageCount >= 2);
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
if (info->UseDynamicRendering == false)
|
||||
IM_ASSERT(render_pass != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
|
||||
|
||||
bd->VulkanInitInfo = *info;
|
||||
bd->RenderPass = render_pass;
|
||||
bd->Subpass = info->Subpass;
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
@@ -1102,8 +1184,10 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
|
||||
IM_UNUSED(bd);
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
|
||||
|
||||
if (!bd->FontDescriptorSet)
|
||||
ImGui_ImplVulkan_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
@@ -1165,6 +1249,26 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
|
||||
vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
buffers->VertexBufferSize = 0;
|
||||
buffers->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
for (uint32_t n = 0; n < buffers->Count; n++)
|
||||
ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
|
||||
IM_FREE(buffers->FrameRenderBuffers);
|
||||
buffers->FrameRenderBuffers = nullptr;
|
||||
buffers->Index = 0;
|
||||
buffers->Count = 0;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
|
||||
@@ -1252,19 +1356,17 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
|
||||
(void)physical_device;
|
||||
(void)allocator;
|
||||
IM_UNUSED(physical_device);
|
||||
|
||||
// Create Command Buffers
|
||||
VkResult err;
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
info.flags = 0;
|
||||
info.queueFamilyIndex = queue_family;
|
||||
err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool);
|
||||
check_vk_result(err);
|
||||
@@ -1285,6 +1387,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
|
||||
err = vkCreateFence(device, &info, allocator, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
|
||||
{
|
||||
VkSemaphoreCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
|
||||
@@ -1320,10 +1427,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
// We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
|
||||
// Destroy old Framebuffer
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = nullptr;
|
||||
@@ -1331,8 +1437,6 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
wd->ImageCount = 0;
|
||||
if (wd->RenderPass)
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
if (wd->Pipeline)
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
|
||||
// If min image count was not specified, request different count of images dependent on selected present mode
|
||||
if (min_image_count == 0)
|
||||
@@ -1382,11 +1486,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
||||
check_vk_result(err);
|
||||
|
||||
IM_ASSERT(wd->Frames == nullptr);
|
||||
IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
|
||||
wd->SemaphoreCount = wd->ImageCount + 1;
|
||||
wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
|
||||
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
|
||||
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
|
||||
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
|
||||
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
|
||||
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
wd->Frames[i].Backbuffer = backbuffers[i];
|
||||
}
|
||||
@@ -1432,7 +1537,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
|
||||
// We do not create a pipeline by default as this is also used by examples' main.cpp,
|
||||
// but secondary viewport in multi-viewport mode may want to create one with:
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
@@ -1494,15 +1599,13 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
//vkQueueWaitIdle(bd->Queue);
|
||||
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = nullptr;
|
||||
wd->FrameSemaphores = nullptr;
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
||||
@@ -1530,32 +1633,12 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
|
||||
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
buffers->VertexBufferSize = 0;
|
||||
buffers->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
for (uint32_t n = 0; n < buffers->Count; n++)
|
||||
ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
|
||||
IM_FREE(buffers->FrameRenderBuffers);
|
||||
buffers->FrameRenderBuffers = nullptr;
|
||||
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);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
@@ -1587,9 +1670,17 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
}
|
||||
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
ImVector<VkFormat> requestSurfaceImageFormats;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
|
||||
requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
|
||||
#endif
|
||||
const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
for (VkFormat format : defaultFormats)
|
||||
requestSurfaceImageFormats.push_back(format);
|
||||
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
// FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
|
||||
@@ -1602,6 +1693,10 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
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;
|
||||
|
||||
// Create pipeline (shared by all secondary viewports)
|
||||
if (bd->PipelineForViewports == VK_NULL_HANDLE)
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &bd->PipelineForViewports, 0);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
|
||||
@@ -1613,7 +1708,7 @@ static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
|
||||
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);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = nullptr;
|
||||
@@ -1638,13 +1733,25 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (vd->SwapChainNeedRebuild)
|
||||
{
|
||||
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->SwapChainNeedRebuild = false;
|
||||
}
|
||||
|
||||
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];
|
||||
err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
// Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame.
|
||||
vd->SwapChainNeedRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
fd = &wd->Frames[wd->FrameIndex];
|
||||
}
|
||||
for (;;)
|
||||
{
|
||||
@@ -1716,7 +1823,7 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
}
|
||||
}
|
||||
|
||||
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline);
|
||||
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports);
|
||||
|
||||
{
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
@@ -1770,6 +1877,9 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering
|
||||
return;
|
||||
|
||||
VkResult err;
|
||||
uint32_t present_index = wd->FrameIndex;
|
||||
|
||||
@@ -1783,12 +1893,14 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
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);
|
||||
{
|
||||
vd->SwapChainNeedRebuild = true;
|
||||
return;
|
||||
}
|
||||
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
|
||||
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_InitPlatformInterface()
|
||||
|
||||
@@ -9,14 +9,17 @@
|
||||
// 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.
|
||||
|
||||
// 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
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
@@ -40,13 +43,31 @@
|
||||
// If you have no idea what this is, leave it alone!
|
||||
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
||||
|
||||
// Vulkan includes
|
||||
// Convenience support for Volk
|
||||
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
//#define IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#include <Volk/volk.h>
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
||||
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
@@ -55,29 +76,36 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
|
||||
// (Optional)
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t Subpass;
|
||||
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
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
|
||||
bool UseDynamicRendering;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
|
||||
#endif
|
||||
|
||||
// Allocation, Debugging
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
@@ -110,8 +138,8 @@ struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
@@ -146,12 +174,12 @@ struct ImGui_ImplVulkanH_Window
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
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)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
@@ -10,11 +10,18 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
|
||||
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
|
||||
// 2024-01-22: Fixed pipeline layout leak. (#7245)
|
||||
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
|
||||
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
|
||||
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
|
||||
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -71,16 +78,17 @@ struct Uniforms
|
||||
|
||||
struct ImGui_ImplWGPU_Data
|
||||
{
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
ImGui_ImplWGPU_InitInfo initInfo;
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@@ -178,6 +186,12 @@ static void SafeRelease(WGPUBuffer& res)
|
||||
wgpuBufferRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUPipelineLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuPipelineLayoutRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPURenderPipeline& res)
|
||||
{
|
||||
if (res)
|
||||
@@ -328,7 +342,9 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// FIXME: Assuming that this only gets called once per frame!
|
||||
@@ -447,6 +463,12 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
|
||||
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
@@ -556,9 +578,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = 1;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
|
||||
|
||||
// Bind group layouts
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||||
@@ -600,9 +620,9 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttribute attribute_desc[] =
|
||||
{
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
||||
};
|
||||
|
||||
WGPUVertexBufferLayout buffer_layouts[1];
|
||||
@@ -645,7 +665,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
depth_stencil_state.depthWriteEnabled = false;
|
||||
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
|
||||
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
|
||||
@@ -675,6 +701,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
SafeRelease(graphics_pipeline_desc.layout);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
@@ -696,9 +723,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
|
||||
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -707,11 +735,12 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->wgpuDevice = device;
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
bd->renderTargetFormat = rt_format;
|
||||
bd->depthStencilFormat = depth_format;
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
||||
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
@@ -724,8 +753,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
|
||||
@@ -10,8 +10,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -19,7 +22,24 @@
|
||||
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
|
||||
// Initialization data, for ImGui_ImplWGPU_Init()
|
||||
struct ImGui_ImplWGPU_InitInfo
|
||||
{
|
||||
WGPUDevice Device;
|
||||
int NumFramesInFlight = 3;
|
||||
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUMultisampleState PipelineMultisampleState = {};
|
||||
|
||||
ImGui_ImplWGPU_InitInfo()
|
||||
{
|
||||
PipelineMultisampleState.count = 1;
|
||||
PipelineMultisampleState.mask = UINT32_MAX;
|
||||
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||
}
|
||||
};
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||
|
||||
@@ -11,33 +11,21 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Configuration flags to add in your imconfig.h file:
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
// 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)
|
||||
@@ -87,8 +75,36 @@ 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.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
|
||||
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc);
|
||||
static void ImGui_ImplWin32_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
@@ -101,6 +117,7 @@ struct ImGui_ImplWin32_Data
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
UINT32 KeyboardCodePage;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@@ -124,9 +141,20 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
{
|
||||
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
@@ -149,6 +177,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
@@ -424,9 +453,9 @@ static void ImGui_ImplWin32_UpdateMonitors()
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
@@ -571,6 +600,20 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
case VK_F10: return ImGuiKey_F10;
|
||||
case VK_F11: return ImGuiKey_F11;
|
||||
case VK_F12: return ImGuiKey_F12;
|
||||
case VK_F13: return ImGuiKey_F13;
|
||||
case VK_F14: return ImGuiKey_F14;
|
||||
case VK_F15: return ImGuiKey_F15;
|
||||
case VK_F16: return ImGuiKey_F16;
|
||||
case VK_F17: return ImGuiKey_F17;
|
||||
case VK_F18: return ImGuiKey_F18;
|
||||
case VK_F19: return ImGuiKey_F19;
|
||||
case VK_F20: return ImGuiKey_F20;
|
||||
case VK_F21: return ImGuiKey_F21;
|
||||
case VK_F22: return ImGuiKey_F22;
|
||||
case VK_F23: return ImGuiKey_F23;
|
||||
case VK_F24: return ImGuiKey_F24;
|
||||
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
||||
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
@@ -610,11 +653,12 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
||||
// We silently allow both context or just only backend data to be nullptr.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
if (bd == nullptr)
|
||||
return 0;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
@@ -642,7 +686,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
::ScreenToClient(hwnd, &mouse_pos);
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
break;
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
case WM_NCMOUSELEAVE:
|
||||
@@ -655,7 +699,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
break;
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
@@ -715,10 +759,14 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
int vk = (int)wParam;
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
vk = IM_VK_KEYPAD_ENTER;
|
||||
|
||||
// Submit key event
|
||||
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
|
||||
@@ -746,6 +794,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
{
|
||||
@@ -756,7 +807,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
@@ -1028,10 +1079,20 @@ static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
|
||||
IM_ASSERT(vd->Hwnd != 0);
|
||||
|
||||
// ShowParent() also brings parent to front, which is not always desirable,
|
||||
// so we temporarily disable parenting. (#7354)
|
||||
if (vd->HwndParent != NULL)
|
||||
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
|
||||
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
::ShowWindow(vd->Hwnd, SW_SHOWNA);
|
||||
else
|
||||
::ShowWindow(vd->Hwnd, SW_SHOW);
|
||||
|
||||
// Restore
|
||||
if (vd->HwndParent != NULL)
|
||||
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
|
||||
@@ -1285,4 +1346,11 @@ static void ImGui_ImplWin32_ShutdownPlatformInterface()
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -11,8 +11,11 @@
|
||||
|
||||
// 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
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -79,14 +79,14 @@ List of Renderer Backends:
|
||||
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
|
||||
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
imgui_impl_wgpu.cpp ; WebGPU
|
||||
imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
|
||||
|
||||
List of high-level Frameworks Backends (combining Platform + Renderer):
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
|
||||
Emscripten is also supported!
|
||||
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
|
||||
The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
|
||||
|
||||
### Backends for third-party frameworks, graphics API or other languages
|
||||
|
||||
|
||||
@@ -35,11 +35,748 @@ HOW TO UPDATE?
|
||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.7 (Released 2024-05-27)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
|
||||
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
|
||||
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
|
||||
for both Windows and Mac style users.
|
||||
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
|
||||
place for macOS X apps in your input logic.
|
||||
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
|
||||
It is now unnecessary to specific cross-platform idiomatic shortcuts.
|
||||
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
|
||||
- Commented out obsolete symbols renamed in 1.88 (May 2022):
|
||||
CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
|
||||
CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
|
||||
- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
|
||||
overlooked from the API but it will allow eventual support for multi-viewports.
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
|
||||
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
|
||||
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
|
||||
it assumed the other axis would also be auto-fit. (#1710)
|
||||
- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
|
||||
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
|
||||
- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
|
||||
- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
|
||||
- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
|
||||
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
|
||||
This is an important property as it facilitate working with foreign code or larger codebase.
|
||||
- Added Shortcut() function:
|
||||
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
|
||||
- checks that CTRL+C is pressed,
|
||||
- and that current window is in focus stack,
|
||||
- and that no other requests for CTRL+C have been made from higher priority locations
|
||||
(e.g. deeper in the window/item stack).
|
||||
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
|
||||
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
|
||||
shortcut may be executed even if its window is not in focus stack).
|
||||
Items like buttons are not fully activated, in the sense that they get pressed but another
|
||||
active item, e.g. InputText() won't be deactivated.
|
||||
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
|
||||
- ImGuiInputFlags_RouteFocused: focus stack route (default)
|
||||
- ImGuiInputFlags_RouteActive: only route to active item
|
||||
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
|
||||
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
|
||||
- Added other shortcut/routing options: (#456, #2637)
|
||||
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
|
||||
input functions (which are still internal for now).
|
||||
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
|
||||
- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
|
||||
- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
|
||||
- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
|
||||
- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
|
||||
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
|
||||
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
|
||||
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
|
||||
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
|
||||
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
|
||||
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
|
||||
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
|
||||
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
|
||||
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
|
||||
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
|
||||
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
|
||||
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
|
||||
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
|
||||
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
|
||||
code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
|
||||
read comments near the assert. (#7568)
|
||||
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
|
||||
handler to be called before backend initialization. Because of how ::CreateWindow()
|
||||
calls in WndProc this is facilitating. (#6275) [@MennoVink]
|
||||
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
|
||||
|
||||
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
|
||||
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
|
||||
|
||||
- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
|
||||
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
|
||||
- Inputs (Internals): Renamed symbols global routes:
|
||||
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
|
||||
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
|
||||
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
|
||||
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
|
||||
in function signatures:
|
||||
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
|
||||
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
|
||||
swapped last two parameters order in function signatures:
|
||||
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
|
||||
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
|
||||
- For several reasons those changes makes sense. They were all made before making some of
|
||||
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
|
||||
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
|
||||
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: *BREAKING* changed signature of DockSpaceOverViewport() to allow passing
|
||||
an explicit dockspace id if desired. (#7611)
|
||||
Before: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
|
||||
After: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
|
||||
Simply add a leading 0 to your existing calls to DockSpaceOverViewport() if you have any.
|
||||
- Tables: resizing border hit-rect scales according to current monitor dpi scale.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.9 WIP (In Progress)
|
||||
VERSION 1.90.6 (Released 2024-05-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
|
||||
by a SameLine() call. (#7505, #282)
|
||||
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
|
||||
// This was actually incorrect! BUT appeared to look ok with the default style
|
||||
// where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
|
||||
After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello");
|
||||
// This is correct for all values in style.
|
||||
With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now
|
||||
have extra spacing between your TreeNode and the following item. You'll need to change
|
||||
the SameLine() call to SameLine(0,0) to remove this extraneous spacing.
|
||||
This seemed like the more sensible fix that's not making things less consistent.
|
||||
(Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: Changed default ClipRect to extend to windows' left and right borders,
|
||||
instead of adding arbitrary WindowPadding.x * 0.5f space on left and right.
|
||||
That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis.
|
||||
It also made it harder to draw items covering whole window without pushing an
|
||||
extended ClipRect. Some items near windows left and right edge that used to be clipped
|
||||
may be partly more visible. (#3312, #7540, #3756, #6170, #6365)
|
||||
- Windows: Fixed subsequent Begin() append calls from setting last item information
|
||||
for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append,
|
||||
and causing issue bypassing hover detection on collapsed windows. (#7506, #823)
|
||||
- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values.
|
||||
It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
|
||||
duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
|
||||
cover the label. (#6937) [@dimateos]
|
||||
- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
|
||||
- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding
|
||||
ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917)
|
||||
[@thedmd, @ocornut]
|
||||
- ProgressBar: Added support for indeterminate progress bar by passing an animated
|
||||
negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
|
||||
- Text, DrawList: Improved handling of long single-line wrapped text. Faster and
|
||||
mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
|
||||
- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string,
|
||||
to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut]
|
||||
- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel]
|
||||
- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define.
|
||||
(you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well).
|
||||
(#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut]
|
||||
- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput()
|
||||
as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky]
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854)
|
||||
- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif]
|
||||
- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: when io.ConfigDockingWithShift is enabled, fixed help tooltip erroneously
|
||||
reading SetNextWindowXXX() data. (#6709, #4643, #7491) [@ocornut, @cfillion]
|
||||
- Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window
|
||||
is located on a monitor with negative coordinates. (#6861, #2884) [@cfillion]
|
||||
- Backends: Vulkan: reworked swap-chain resize handling for secondary viewports, fix for
|
||||
typical Linux setups. (#2626, #3390, #3758, #7508, #7513) [@RoryO, @InsideBSITheSecond]
|
||||
- Backends: Vulkan: create a custom pipeline for secondary viewports. Fixes issues
|
||||
when user created main viewport uses a different renderpass. (#6325, #6305, #7398,
|
||||
#3459, #3253, #3522) [@skaman, @FunMiles]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.5 (Released 2024-04-11)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set.
|
||||
It has been unnecessary and a no-op since 1.87 (it returns the same value as passed
|
||||
when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
|
||||
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) --> IsKeyPressed(ImGuiKey_XXX)
|
||||
- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled()
|
||||
and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those
|
||||
functions were added recently in 1.90, we are not adding inline redirection functions.
|
||||
The transition is easy and should affect few users. (#2743, #7417) [@cfillion]
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows: Scrollbar visibility decision uses current size when both size and contents
|
||||
size are submitted by API. (#7252)
|
||||
- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
|
||||
- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner
|
||||
grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion]
|
||||
- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping
|
||||
should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion]
|
||||
Adjust those resizing limits to match window padding rather than inner clipping rectangle.
|
||||
- Tables: Fixed auto-width columns when using synced-instances of same table, width of
|
||||
one instance would bleed into next one instead of sharing their widths. (#7218)
|
||||
- Tables: Angled headers: fixed border hit box extending beyond when used within
|
||||
non-scrollable tables. (#7416) [@cfillion]
|
||||
- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
|
||||
stops being called. (#7416) [@cfillion]
|
||||
- Tables: Angled headers: rounding header size to nearest integers, fixes some issues
|
||||
when using clipper.
|
||||
- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
|
||||
frames would erroneously close the window. While it is technically a popup issue
|
||||
it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
|
||||
(#7325, #7287, #7063)
|
||||
- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
|
||||
- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
|
||||
- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization
|
||||
feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC]
|
||||
- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for
|
||||
consistency. (#7411) [@cfillion]
|
||||
- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd]
|
||||
Note that only simple polygons (no self-intersections, no holes) are supported.
|
||||
- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
|
||||
- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
|
||||
of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
|
||||
- This is the main wiki: https://github.com/ocornut/imgui/wiki
|
||||
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
|
||||
Adding a link to the crawlable version, even though it is not intended for humans,
|
||||
to increase its search rank.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Backends: Win32: made it so that an appearing viewport showing up doesn't bring
|
||||
its parent to front. (#7354)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.4 (Released 2024-02-22)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.4
|
||||
|
||||
Other changes:
|
||||
|
||||
- Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on
|
||||
windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which
|
||||
among other things broke imgui_memory_editor).
|
||||
- Menus, Popups: Fixed an issue where hovering a parent-menu upward would
|
||||
erroneously close the window. (#7325, #7287, #7063)
|
||||
- Popups: Fixed resizable popup minimum size being too small. Standardized minimum
|
||||
size logic. (#7329).
|
||||
- Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by
|
||||
BeginPopupModal(). (#7340)
|
||||
- Tables: Angled headers: fixed support for multi-line labels. (#6917)
|
||||
- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917)
|
||||
- Tables: Angled headers: properly registers horizontal component of angled headers
|
||||
for auto-resizing of columns. (#6917)
|
||||
- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill
|
||||
drawn too low, particularly visible with tables that have no scrolling. (#6917)
|
||||
- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars,
|
||||
where in some situations the rounded section wouldn't follow regular tessellation rules.
|
||||
- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673)
|
||||
- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless
|
||||
io.ConfigDebugIsDebuggerPresent is set. (#2673)
|
||||
- Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant.
|
||||
- Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(),
|
||||
PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x,
|
||||
as required specs for it was relaxed in 1.87. This enable better viewport hovering detection
|
||||
without GLFW 3.4's GLFW_MOUSE_PASSTHROUGH, with less reliance on dear imgui's own heuristic
|
||||
of platform windows order. (#7316)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.3 (Released 2024-02-14)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.3
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Backends: SDL2: Removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which
|
||||
was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine.
|
||||
- Backends: Vulkan: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to
|
||||
ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. (#7308) [@shawnhatori]
|
||||
- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo
|
||||
structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats.
|
||||
Removed ColorAttachmentFormat field previously provided for dynamic rendering.
|
||||
(#7166, #6855, #5446, #5037) [@shawnhatori]
|
||||
|
||||
Other changes:
|
||||
|
||||
- Menus, Popups: Fixed menus and popups with ChildWindow flag erroneously not displaying
|
||||
a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
|
||||
- Backends: SDL2, SDL3: Handle gamepad disconnection + fixed increasing gamepad reference
|
||||
counter continuously. Added support for multiple simultaneous gamepads.
|
||||
Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick
|
||||
first available gamepad, all gamepads, or specific gamepads.
|
||||
(#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
|
||||
- Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro]
|
||||
- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
|
||||
a wrong viewport if none was initially set.
|
||||
- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side
|
||||
conversion. (#6575) [@Demonese]
|
||||
- Internals: Fixed ImFileOpen not working before context is created, preventing creation
|
||||
of a font atlas before main context creation. (#7314, #7315) [@PathogenDavid, @ocornut]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.2 (Released 2024-02-09)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.2
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
|
||||
to 'void* ImGuiViewport::PlatformHandleRaw'.
|
||||
- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure
|
||||
instead of variety of parameters, allowing for easier further changes. (#7240)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
|
||||
- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing
|
||||
the hover highlight to stay even while another item is activated.
|
||||
- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
|
||||
regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
|
||||
- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
|
||||
- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on
|
||||
individual left/right alt key without interfering with the other.
|
||||
- Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow from making the child menu
|
||||
reopen and flicker (using ImGuiPopupFlags_NoReopen).
|
||||
- Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it.
|
||||
- Popups: OpenPopup(): added ImGuiPopupFlags_NoReopen flag to specifically not close and reopen
|
||||
a popup when it is already open. (#1497, #1533)
|
||||
(Note that this differs from specific handling we already have in place for the case of calling
|
||||
OpenPopup() repeatedly every frame: we already didn't reopen in that specific situation, otherwise
|
||||
the effect would be very disastrous in term of confusion, as reopening would steal focus).
|
||||
- Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped
|
||||
over popups that are also child windows.
|
||||
- Combo: Fixed not reusing windows optimally when used inside a popup stack.
|
||||
- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
|
||||
- Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
|
||||
- Debug Tools: Debug Log: Added "Input Routing" logging.
|
||||
- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44]
|
||||
- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by
|
||||
allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois]
|
||||
- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
|
||||
- Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238)
|
||||
- Backends: WebGPU: Added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240)
|
||||
- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn
|
||||
update stopped setting default values. (#7232) [@GrigoryGraborenko]
|
||||
- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
|
||||
- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
|
||||
- Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems.
|
||||
- Internals: InputText: Added internal helpers to force reload of user-buf when active. (#2890) [@kudaba, @ocornut]
|
||||
Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968),
|
||||
and useful for interactive completion/suggestions popups (#2057, #718)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Added ImGuiWindowClass::FocusRouteParentWindowId as a way to connect the focus route between
|
||||
a tool window to a parent document window, so that Shortcuts in the documents are routed when the
|
||||
tool is focused (regardless of whether the tool is docked or in a floating viewport, etc.) (#6798)
|
||||
- Added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to automatically make a dockspace connect
|
||||
the focus route of its docked window. This is provided a convenience in case you have windows
|
||||
where a connection is not explicit. (#6798)
|
||||
- Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071)
|
||||
- Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled, leading to
|
||||
missing e.g. DpiScale info. (#7257) [@actboy168]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.1 (Released 2024-01-10)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.1
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81.
|
||||
Prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
|
||||
- Removed CalcListClipping() marked obsolete in 1.86. (#3841)
|
||||
Prefer using ImGuiListClipper which can return non-contiguous ranges.
|
||||
- Internals, Columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting
|
||||
to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
|
||||
- Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. (#2625, #7143)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows:
|
||||
- BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
|
||||
minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
|
||||
- BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
|
||||
is specified. (#1710, #7194)
|
||||
- Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
|
||||
for both axises since 1.90. (#7106) [@n0bodysec]
|
||||
- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
|
||||
speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
|
||||
- Navigation (Keyboard/gamepad):
|
||||
- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overridden back to true when
|
||||
navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997)
|
||||
- Nav: Activation can also be performed with Keypad Enter. (#5606)
|
||||
- Drag and Drop:
|
||||
- Fixed drop target highlight on items temporarily pushing a widened clip rect
|
||||
(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
|
||||
all columns. (#7049, #4281, #3272)
|
||||
- InputText:
|
||||
- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
|
||||
- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
|
||||
(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
|
||||
to allow passing through multiple widgets easily. (#3092, #5759, #787)
|
||||
- Drags, Sliders, Inputs:
|
||||
- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
|
||||
stack when number of components is 1. [#7095] [@Nahor]
|
||||
- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
|
||||
editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
|
||||
- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
|
||||
- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
|
||||
width computation to better distribute the error. (#7120, #7121) [@Nahor]
|
||||
- Menus:
|
||||
- Tweaked hover slack logic, adding an extra timeout to avoid situations where a slow vertical
|
||||
movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
|
||||
- Color Editors:
|
||||
- ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
|
||||
- ColorPicker: Fixed saturation/value cursor radius not scaling properly.
|
||||
- Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt,
|
||||
without having to draw an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument sets
|
||||
_NoAssumedClosure automatically). (#7084)
|
||||
- Debug Tools:
|
||||
- Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons in various
|
||||
locations of Metrics/Debugger to manually request a debugger break:
|
||||
- Request a debug break in a Begin() call.
|
||||
- Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers.
|
||||
- Request a debug break in a BeginTable() call.
|
||||
- Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal]
|
||||
- Metrics: Reorganize Tools menu.
|
||||
- Added DebugFlashStyleColor() to identify a style color. Added to Style Editor.
|
||||
- Debug Log: Hide its own clipper log to reduce noise in the output. (#5855)
|
||||
- Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only,
|
||||
making it easier when dealing with spammy logs. (#5855)
|
||||
- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize
|
||||
grip without moving it.
|
||||
- Misc: Added IMGUI_USER_H_FILENAME to change the path included when using
|
||||
IMGUI_INCLUDE_IMGUI_USER_H. (#7039) [@bryceberger]
|
||||
- Misc: Rework debug display of texture id in Metrics window to avoid compile-error when
|
||||
ImTextureID is defined to be larger than 64-bits. (#7090)
|
||||
- Misc: Added extra courtesy ==/!= operators when IMGUI_DEFINE_MATH_OPERATORS is defined.
|
||||
- Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully,
|
||||
like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
|
||||
- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds
|
||||
on a codebase where another copy of the library is used.
|
||||
- Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL
|
||||
in order to catch cases where backend was not shut down. (#7175)
|
||||
- Misc: Reworked Issue Template to a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut]
|
||||
- Backends:
|
||||
- GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
|
||||
register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante]
|
||||
- GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when
|
||||
compiling in MBCS mode. (#7174) [@kimidaisuki22]
|
||||
- OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in
|
||||
case of missing symlink. Fix 1.90 regression for some distros. (#6983)
|
||||
- Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs
|
||||
vkDestroyCommandPool(). (#7075) [@FoonTheRaccoon]
|
||||
- Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous
|
||||
"best practice" validation layer. (#7189, #4238) [@philae-ael]
|
||||
- Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
|
||||
as we don't reset them.
|
||||
- WebGPU: Fixed wgpuRenderPassEncoderSetScissorRect() crash when rendering modal window's
|
||||
dimming layer, which has an unclipped value in ImDrawCmd::ClipRect. (#7191) [@aparis69]
|
||||
- Examples:
|
||||
- Examples: GLFW+Emscripten: Fixed examples not consistently resizing according to host canvas.
|
||||
(#6751) [@Traveller23, @ypujante]
|
||||
- Examples: SDL3: Minor fixes following recent SDL3 in-progress development.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Windows: Fixed ImGuiCol_TitleBg/Active alpha being used for viewport-owned windows. (#7181) [@PathogenDavid]
|
||||
- Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE to reduce artifacts as
|
||||
queued frames aren't synchronized with platform window resizes. (#7152, #7153) [@SuperWangKai]
|
||||
- Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-viewports
|
||||
multi-monitor setups. (#7028, #7101, #6009, #6432) [@dmirty-kuzmenko, @734vin]
|
||||
- Backends: OSX: Fixed IME position in multi-monitor multi-viewports setups. (#7028) [@734vin]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.0 (Released 2023-11-15)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- BeginChild(): Upgraded 'bool border = false' parameter to 'ImGuiChildFlags flags = 0'.
|
||||
Added ImGuiChildFlags_Border value. As with our prior "bool-to-flags" API updates,
|
||||
the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a
|
||||
smoother transition, meaning all existing calls will still work.
|
||||
If you want to neatly transition your call sites:
|
||||
Before: BeginChild("Name", size, true)
|
||||
After: BeginChild("Name", size, ImGuiChildFlags_Border)
|
||||
Before: BeginChild("Name", size, false)
|
||||
After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
|
||||
Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites.
|
||||
- BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
|
||||
the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense
|
||||
for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
|
||||
child-flags we are moving it there. (#462)
|
||||
Before: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
|
||||
After: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
|
||||
Kept inline redirection enum (will obsolete later) so existing code will work.
|
||||
- BeginChildFrame()/EndChildFrame(): removed functions in favor of using BeginChild() with
|
||||
the ImGuiChildFlags_FrameStyle flag. Kept inline redirection function (will obsolete).
|
||||
Those functions were merely PushStyle/PopStyle helpers and custom versions are easy to create.
|
||||
(The removal isn't so much motivated by needing to add the feature in BeginChild(), but by the
|
||||
necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.)
|
||||
- Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"),
|
||||
as earlier name was misleading. Kept inline redirection function. (#4631)
|
||||
- IO: Removed io.MetricsActiveAllocations introduced in 1.63, was displayed in Metrics and unlikely to
|
||||
be accessed by end-user. Value still visible in the UI and easily to recompute from a delta.
|
||||
- Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)
|
||||
- Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537)
|
||||
- ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis.
|
||||
Before:
|
||||
getter type: bool (*getter)(void* user_data, int idx, const char** out_text)
|
||||
function: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...);
|
||||
function: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
|
||||
After:
|
||||
getter type: const char* (*getter)(void* user_data, int idx)
|
||||
function: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
|
||||
function: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
|
||||
Old type was unnecessarily complex and harder to wrap in e.g. a lambda. Kept inline redirection function (will obsolete).
|
||||
- Commented out obsolete redirecting enums/functions that were marked obsolete two years ago:
|
||||
- GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x.
|
||||
Consider that generally 'GetContentRegionAvail().x' is often more correct and more useful.
|
||||
- ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX names.
|
||||
Read 1.82 changelog for details + grep commented names in sources.
|
||||
- Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for
|
||||
AddRect()/AddRectFilled()/PathRect()/AddImageRounded(). -> Use ImDrawFlags_RoundCornersXXX flags.
|
||||
Read 1.82 changelog for details.
|
||||
- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
|
||||
command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
|
||||
No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
|
||||
You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload the font atlas texture.
|
||||
(#6943, #6715, #6327, #3743, #4618)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows:
|
||||
- BeginChild(): Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY to allow resizing
|
||||
child windows from the bottom/right border (toward layout direction). Resized child windows
|
||||
settings are saved and persistent in .ini file. (#1710)
|
||||
- BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter.
|
||||
- BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize
|
||||
on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710)
|
||||
e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
|
||||
- Size is only reevaluated if the child window is within visible boundaries or just appearing.
|
||||
This allows coarse clipping to be performed and auto-resizing childs to return false when
|
||||
hidden because of being scrolled out.
|
||||
- Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables
|
||||
this optimization, meaning child contents will never be clipped (not recommended).
|
||||
- Please be considerate that child are full windows and carry significant overhead:
|
||||
combining auto-resizing for both axises to create a non-scrolling child to merely draw
|
||||
a border would be better more optimally using BeginGroup(). (see #1496)
|
||||
(until we come up with new helpers for framed groups and work-rect adjustments).
|
||||
- BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often
|
||||
useful when ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY. (#1666, #1395, #1496)
|
||||
Custom constraint callback are not supported with child window.
|
||||
- BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(),
|
||||
use it to make child window use FrameBg, FrameRounding, FrameBorderSize, FramePadding
|
||||
instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
|
||||
- Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value
|
||||
to false when popup is closed in ways other than clicking the close button. (#6900)
|
||||
- Double-clicking lower-left resize grip auto-resize (like lower-right one).
|
||||
- Double-clicking bottom or right window border auto-resize on a singles axis.
|
||||
- Use relative mouse movement for border resize when the border geometry has moved
|
||||
(e.g. resizing a child window triggering parent scroll) in order to avoid resizing
|
||||
feedback loops. Unless manually mouse-wheeling while border resizing. (#1710)
|
||||
- Separators:
|
||||
- Altered end-points to use more standard boundaries. (#205, #4787, #1643)
|
||||
Left position is always current cursor X position, right position is always work-rect
|
||||
rightmost edge. It effectively means that:
|
||||
- A separator in the root of a window will end up a little more distant from edges
|
||||
than previously (essentially following WindowPadding instead of clipping edges).
|
||||
- A separator inside a table cell end up a little distance from edges instead of
|
||||
touching them (essentially following CellPadding instead of clipping edges).
|
||||
- Matches tree indentation (was not the case before).
|
||||
- Matches SeparatorText(). (#1643)
|
||||
- Makes things correct inside groups without specific/hard-coded handling. (#205)
|
||||
- Support legacy behavior when used inside old Columns(), as we favored that idiom back then,
|
||||
only different is left position follows indentation level, to match calling a Separator()
|
||||
inside or outside Columns().
|
||||
- Tooltips:
|
||||
- Made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to
|
||||
activate tooltips on disabled items. This is done by adding ImGuiHoveredFlags_AllowWhenDisabled
|
||||
to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (#1485)
|
||||
- Made is possible to combine ImGuiHoveredFlags_ForTooltip with a ImGuiHoveredFlags_DelayXXX
|
||||
override. (#1485)
|
||||
- Drag and Drop:
|
||||
- Reworked drop target highlight: reduce rectangle to its visible portion, and then expand
|
||||
slightly. A full rectangle is always visible and it may protrude slightly. (#4281, #3272)
|
||||
- Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload()
|
||||
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
|
||||
- Tables:
|
||||
- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
|
||||
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917)
|
||||
- Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
|
||||
- Fixed an edge-case when no columns are visible + table scrollbar is visible + user
|
||||
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
|
||||
clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
|
||||
- Request user to submit contents when outer host-window is requesting auto-resize,
|
||||
so a scrolling table can contribute to initial window size. (#6510)
|
||||
- Fixed subtle drawing overlap between borders in some situations.
|
||||
- Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein]
|
||||
- Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765)
|
||||
- Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong
|
||||
in some situations, causing the earlier to be visible underneath when alpha is not 1.0f.
|
||||
- Fixed right-clicking right-most section (past right-most column) from highlighting a column.
|
||||
- Fixed an issue with ScrollX enabled where an extraneous draw command would be created.
|
||||
- Menus:
|
||||
- Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the
|
||||
parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869)
|
||||
- MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
|
||||
register contents size in a way that would affect the scrolling layer.
|
||||
Was most often noticeable when using an horizontal scrollbar. (#6789)
|
||||
- InputText:
|
||||
- InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer.
|
||||
(regression from 1.89.2, only happened in some states). (#6783, #6000)
|
||||
- InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't
|
||||
be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787)
|
||||
- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set.
|
||||
Previously was inconsistent and only enabled when stepping through a non-input item.
|
||||
(#6802, #3092, #5759, #787)
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438)
|
||||
- TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was
|
||||
accidentally offset in 1.89.9. (#6862) [@alektron]
|
||||
- ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip not being forwarded to individual DragFloat3
|
||||
sub-widgets which have a visible color preview when ImGuiColorEditFlags_NoSidePreview is also set. (#6957)
|
||||
- BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call
|
||||
to SameLine() followed by manual cursor manipulation.
|
||||
- BeginCombo(): Added ImGuiComboFlags_WidthFitPreview flag. (#6881) [@mpv-enjoyer]
|
||||
- BeginListBox(): Fixed not consuming SetNextWindowXXX() data when returning false.
|
||||
- Fonts:
|
||||
- Argument 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer.
|
||||
This is because our layout/font system currently doesn't fully support non-integer sizes. Until
|
||||
it does, this has been a common pitfall leading to more or less subtle issues. (#3164, #3309, #6800)
|
||||
- Better assert during load when passing truncated font data or wrong data size. (#6822)
|
||||
- Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers
|
||||
prior to building again. (#6825)
|
||||
- Added ImFontConfig::RasterizerDensity field to increase texture size of rendered glyphs
|
||||
without altering other metrics. Among other things, this makes it easier to have zooming code
|
||||
swapping between 2 fonts (e.g. a 100% and a 400% fonts) depending on current scale. (#6925) [@thedmd]
|
||||
Important: if you increase this it is expected that you would render the font with a scale of
|
||||
similar value or magnitude. Merely increasing this without increasing scale may lower quality.
|
||||
- imgui_freetype: Added support for RasterizerDensity. (#6925) [@thedmd]
|
||||
- imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591)
|
||||
- Inputs: Added IsKeyChordPressed() helper function e.g. IsKeyChordPressed(ImGuiMod_Ctrl | ImGuiKey_S).
|
||||
(note that ImGuiMod_Shortcut may be used as an alias for Cmd on OSX and Ctrl on other systems).
|
||||
- Misc: Most text functions also treat "%.*s" (along with "%s") specially to bypass formatting. (#3466, #6846)
|
||||
- IO: Add extra keys to ImGuiKey enum: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921)
|
||||
- IO: Add extra keys to ImGuiKey enum: ImGuiKey_AppBack, ImGuiKey_AppForward. (#4921)
|
||||
- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) [@bertaye]
|
||||
- Debug Tools: Metrics: Added log of recent alloc/free calls.
|
||||
- Debug Tools: Metrics: Added "Show groups rectangles" in tools.
|
||||
- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl]
|
||||
- ImVector: Added find_index() helper.
|
||||
- Demo: Added "Drag and Drop -> Tooltip at target location" demo.
|
||||
- Demo: Added "Layout -> Child Windows -> Manual-resize" demo. (#1710)
|
||||
- Demo: Added "Layout -> Child Windows -> Auto-resize with constraints" demo. (#1666, #1395, #1496, #1710)
|
||||
- Demo: Partly fixed "Examples -> Constrained-resizing window" custom constrains demo. (#6210) [@cfillion]
|
||||
- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
|
||||
command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
|
||||
No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
|
||||
You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload font atlas texture.
|
||||
Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly).
|
||||
(#6943, #6715, #6327, #3743, #4618)
|
||||
[@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut]
|
||||
- Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling
|
||||
UseDynamicRendering option. (#6999, #5446, #5037) [@raaaviol]
|
||||
- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
|
||||
- Backends: GLFW: Added support for F13 to F24 function keys. (#6891)
|
||||
- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
|
||||
- Backends: SDL3: Updates for recent API changes. (#7000, #6974)
|
||||
- Backends: Win32: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
|
||||
- Backends: Win32: Added support for keyboard codepage conversion for when application
|
||||
is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
|
||||
- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
|
||||
doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
|
||||
- Backends: OpenGL3: rename symbols in our internal loader so that LTO compilation with another
|
||||
copy of gl3w becomes possible. (#6875, #6668, #4445) [@nicolasnoble]
|
||||
- Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead
|
||||
of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
- Backends: OSX: Added support for F13 to F20 function keys. Support mapping F13 to PrintScreen. (#6891)
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements.
|
||||
- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fixed window inner clipping rectangle off by one when window is located on a monitor
|
||||
with negative coordinates. While it is expected that other small issues with arise from this
|
||||
situation, at the moment we are fixing the most noticeable one. (#6861, #2884) [@Vuhdo, @alektron]
|
||||
- Docking: revised undocking to reduce accidental whole-node undocking:
|
||||
- cannot undock a whole node by dragging from empty space in tab-bar.
|
||||
- can undock whole node by dragging from window/collapse menu button.
|
||||
- can undock single window by dragging from its tab.
|
||||
- can still move (but not undock) whole node or whole hierarchy when node is part of a
|
||||
floating hierarchy.
|
||||
- added tooltip when hovering the collapse/window menu button, to faciliate understanding
|
||||
that whole dock node may be undocked or grabbed from here.
|
||||
- Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that
|
||||
don't carry the currently focused window. (#2304)
|
||||
- Docking: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780, #3492)
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoSplit to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoDockingInCentralNode to ImGuiDockNodeFlags_NoDockingOverCentralNode.
|
||||
- Docking: Internals: renamed ImGuiDockNodeFlags_NoDockingSplitMe to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would
|
||||
prevent further filter from running, namely the one that prevent docking over a popup.
|
||||
- Backends: GLFW: Fixed an assertion in situation where the WndProc handler is different between
|
||||
main and secondary viewport (may happen due to third-party hooks). (#6889)
|
||||
- Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.9 (Released 2023-09-04)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.9
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Clipper: Renamed IncludeRangeByIndices(), also called ForceDisplayRangeByIndices()
|
||||
@@ -57,6 +794,8 @@ Other changes:
|
||||
- Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items,
|
||||
stopped incorrectly using FramePadding in a way where hit-boxes could overlap when
|
||||
setting large values. (#6749)
|
||||
- TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize.
|
||||
Tweaked rendering of that separator to allow thicker values. (#6820, #4859, #5022, #5239)
|
||||
- InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal
|
||||
point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp]
|
||||
- ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722)
|
||||
@@ -301,7 +1040,7 @@ Breaking changes:
|
||||
- ListBoxFooter() -> use EndListBox()
|
||||
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
|
||||
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
|
||||
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
|
||||
in order to accommodate 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]
|
||||
|
||||
@@ -911,7 +1650,7 @@ Other Changes:
|
||||
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
|
||||
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
|
||||
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
|
||||
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
|
||||
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
|
||||
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
@@ -1516,7 +2255,7 @@ Breaking Changes:
|
||||
- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
|
||||
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
|
||||
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
|
||||
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
|
||||
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". (#4445) [@rokups]
|
||||
- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
|
||||
- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
|
||||
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
|
||||
@@ -1605,7 +2344,7 @@ Other Changes:
|
||||
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
|
||||
- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
|
||||
Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
|
||||
initialize the same loader as the backend. [@rokups]
|
||||
initialize the same loader as the backend. (#4445) [@rokups]
|
||||
Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
|
||||
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
|
||||
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
|
||||
@@ -1824,7 +2563,7 @@ Other Changes:
|
||||
alpha compositing and transparent windows. (#2766, #3447 etc.).
|
||||
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
||||
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
|
||||
accross all backends), facilitating compositing of the output buffer with another buffer.
|
||||
across all backends), facilitating compositing of the output buffer with another buffer.
|
||||
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
||||
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
|
||||
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
|
||||
@@ -5381,7 +6120,7 @@ Other Changes:
|
||||
VERSION 1.08 (2014-08-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
|
||||
|
||||
- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
|
||||
- Fixed file descriptor leak on LoadSettings() failure.
|
||||
|
||||
@@ -58,7 +58,7 @@ Steps:
|
||||
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
|
||||
|
||||
**Some unfortunate words of warning**
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
|
||||
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
|
||||
|
||||
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
|
||||
|
||||
@@ -10,7 +10,7 @@ integrating Dear ImGui in your own application/game/engine.
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
You can find Windows binaries for some of those example applications at:
|
||||
http://www.dearimgui.com/binaries
|
||||
https://www.dearimgui.com/binaries
|
||||
|
||||
|
||||
### Getting Started
|
||||
@@ -74,7 +74,7 @@ ImGui::DestroyContext();
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at http://www.dearimgui.com/faq
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
@@ -104,8 +104,8 @@ OSX + OpenGL2 example. <BR>
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
|
||||
Emcripten + GLFW + WebGPU example. <BR>
|
||||
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
|
||||
GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
|
||||
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
|
||||
|
||||
@@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders.<BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
|
||||
@@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
|
||||
|
||||
53
docs/FAQ.md
53
docs/FAQ.md
@@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
||||
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
||||
@@ -125,13 +125,8 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
|
||||
|
||||
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
|
||||
|
||||
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@@ -142,7 +137,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
|
||||
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
|
||||
- See [Control Sheets for Gamepads](http://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@@ -204,10 +199,42 @@ ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
### Q: About the ID Stack system...
|
||||
### Q: Why is my widget not reacting when I click on it?
|
||||
### Q: Why is the wrong widget reacting when I click on one?
|
||||
### Q: How can I have widgets with an empty label?
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
### Q: How can I have multiple windows with the same label?
|
||||
|
||||
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
|
||||
<table>
|
||||
<tr>
|
||||
<td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
|
||||
<td>
|
||||
<pre lang="cpp">
|
||||
ImGui::Begin("Incorrect!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Correct!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Also Correct!");
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
ImGui::PushID(n);
|
||||
ImGui::DragFloat2("My value", &objects[n]->pos.x);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::End();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
A primer on labels and the ID Stack...
|
||||
|
||||
Dear ImGui internally needs to uniquely identify UI elements.
|
||||
@@ -217,7 +244,7 @@ Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
||||
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
||||
|
||||
Since Dear ImGui 1.85, you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
|
||||

|
||||
|
||||
@@ -431,7 +458,7 @@ Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understa
|
||||
|
||||
### Q: How can I use maths operators with ImVec2?
|
||||
|
||||
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#defne IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
|
||||
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -626,8 +653,8 @@ You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/6478)
|
||||
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/7503)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -669,11 +696,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/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.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
- 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)
|
||||
|
||||
@@ -14,12 +14,13 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
|
||||
- [Fonts Loading Instructions](#fonts-loading-instructions)
|
||||
- [Loading Font Data from Memory](#loading-font-data-from-memory)
|
||||
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
|
||||
- [Using Icon Fonts](#using-icon-fonts)
|
||||
- [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)
|
||||
- [About UTF-8 Encoding](#about-utf-8-encoding)
|
||||
- [Debug Tools](#debug-tools)
|
||||
@@ -52,7 +53,7 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
|
||||
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
|
||||
Some solutions:
|
||||
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss.
|
||||
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
|
||||
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
|
||||
- Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||
@@ -61,6 +62,7 @@ Some solutions:
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## How should I handle DPI in my application?
|
||||
|
||||
@@ -68,6 +70,7 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Fonts Loading Instructions
|
||||
|
||||
@@ -139,7 +142,6 @@ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyp
|
||||
```
|
||||
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
|
||||
|
||||
|
||||
**Example loading and using a Japanese font:**
|
||||
|
||||
```cpp
|
||||
@@ -161,6 +163,48 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data from Memory
|
||||
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
|
||||
```
|
||||
|
||||
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
|
||||
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
|
||||
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
|
||||
|
||||
```cpp
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.FontDataOwnedByAtlas = false;
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Icon Fonts
|
||||
|
||||
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
|
||||
@@ -204,6 +248,8 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using FreeType Rasterizer (imgui_freetype)
|
||||
|
||||
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
|
||||
@@ -214,6 +260,8 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Colorful Glyphs/Emojis
|
||||
|
||||
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
|
||||
@@ -236,6 +284,8 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Glyph Ranges
|
||||
|
||||
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
@@ -253,6 +303,8 @@ io.Fonts->Build(); // Build the atlas while
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Colorful Icons
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
@@ -295,25 +347,7 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## Using Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## About Filenames
|
||||
|
||||
@@ -335,7 +369,7 @@ io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the paren
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
@@ -370,19 +404,15 @@ 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*`.
|
||||
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
|
||||
Because of type usage of `u8""` in C++20 is a little more tedious:
|
||||
```cpp
|
||||
ImGui::Text((const char*)u8"こんにちは");
|
||||
```
|
||||
We suggest using a macro in your codebase:
|
||||
```cpp
|
||||
#define U8(_S) (const char*)u8##_S
|
||||
ImGui::Text(U8("こんにちは"));
|
||||
```
|
||||
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
@@ -398,7 +428,7 @@ You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the cont
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
@@ -452,7 +482,7 @@ Some fonts files are available in the `misc/fonts/` folder:
|
||||
#### MONOSPACE FONTS
|
||||
|
||||
Pixel Perfect:
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
||||
|
||||
Regular:
|
||||
|
||||
@@ -11,12 +11,12 @@ Dear ImGui
|
||||
|
||||
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### The Pitch
|
||||
|
||||
@@ -27,7 +27,7 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer
|
||||
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
|
||||
|
||||
- Minimize state synchronization.
|
||||
- Minimize state storage on user side.
|
||||
- Minimize UI-related state storage on user side.
|
||||
- Minimize setup and maintenance.
|
||||
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
|
||||
- Easy to use to create code-driven and data-driven tools.
|
||||
@@ -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.
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
@@ -110,7 +110,7 @@ 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-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).
|
||||
- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, 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)).
|
||||
|
||||
@@ -128,18 +128,20 @@ Officially maintained backends/bindings (in repository):
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||
|
||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. One of the most notable and well supported extension is [ImPlot](https://github.com/epezent/implot).
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
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/6478)!
|
||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
@@ -160,7 +162,9 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
|
||||
|
||||
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
|
||||
|
||||
@@ -170,23 +174,23 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [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)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues) and [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Have your company financially support this project with invoiced sponsoring/support contracts or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact at dearimgui dot com).
|
||||
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
|
||||
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
|
||||
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
||||
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
|
||||
@@ -201,13 +205,13 @@ Credits
|
||||
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
|
||||
|
||||
Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine)).
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
@@ -126,7 +126,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- separator: width, thickness, centering (#1643, #2657)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
|
||||
@@ -203,6 +203,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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).
|
||||
- shortcuts: store multiple keychords in ImGuiKeyChord
|
||||
- shortcuts: Hovered route (lower than Focused, higher than Global)
|
||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
|
||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
@@ -215,7 +217,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: flag to disable formatting and/or detect "%s"
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Allegro 5
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// On Windows, you can install Allegro5 using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
// dear imgui: standalone example application for Android + OpenGL ES 3
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
@@ -156,7 +161,7 @@ void Init(struct android_app* app)
|
||||
|
||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
||||
// FIXME: Put some effort into DPI awareness.
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.SizePixels = 22.0f;
|
||||
io.Fonts->AddFontDefault(&font_cfg);
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
|
||||
@@ -1,249 +0,0 @@
|
||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// 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
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// Forward declarations
|
||||
static void MainLoopStep(void* window);
|
||||
static bool InitWGPU();
|
||||
static void print_glfw_error(int error, const char* description);
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(print_glfw_error);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwShowWindow(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
|
||||
|
||||
// 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;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
|
||||
|
||||
// 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 \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
||||
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// This function will directly return and exit the main function.
|
||||
// Make sure that no required objects get cleaned up.
|
||||
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
||||
emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static bool InitWGPU()
|
||||
{
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.Release();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void MainLoopStep(void* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
|
||||
// React to changes in screen size
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state
|
||||
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 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();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
|
||||
static void print_glfw_error(int error, const char* description)
|
||||
{
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
{
|
||||
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
||||
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
||||
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
||||
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
||||
default: error_type_lbl = "Unknown";
|
||||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
}
|
||||
@@ -14,10 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
|
||||
@@ -59,7 +59,7 @@ endif
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
# LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@@ -92,6 +96,9 @@ int main(int, char**)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
@@ -17,8 +21,12 @@
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
@@ -27,9 +35,9 @@
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
// Data
|
||||
@@ -60,14 +68,14 @@ static void check_vk_result(VkResult err)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
@@ -109,6 +117,9 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
@@ -135,7 +146,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
@@ -147,17 +158,20 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
@@ -254,7 +268,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
@@ -271,11 +285,11 @@ static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
@@ -372,7 +386,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
@@ -442,13 +456,14 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// 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.
|
||||
@@ -466,36 +481,6 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
|
||||
100
examples/example_glfw_wgpu/CMakeLists.txt
Normal file
100
examples/example_glfw_wgpu/CMakeLists.txt
Normal file
@@ -0,0 +1,100 @@
|
||||
# Building for desktop (WebGPU-native) with Dawn:
|
||||
# 1. git clone https://github.com/google/dawn dawn
|
||||
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
# * build/Debug/example_glfw_wgpu[.exe]
|
||||
# * build/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for Emscripten:
|
||||
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||
# 2. Install Ninja build system
|
||||
# 3. emcmake cmake -G Ninja -B build
|
||||
# 3. cmake --build build
|
||||
# 4. emrun build/index.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.10.2)
|
||||
project(imgui_example_glfw_wgpu C CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
|
||||
# Libraries
|
||||
if(EMSCRIPTEN)
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else()
|
||||
# Dawn wgpu desktop
|
||||
set(DAWN_FETCH_DEPENDENCIES ON)
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
if (NOT IMGUI_DAWN_DIR)
|
||||
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
|
||||
endif()
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if (NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
|
||||
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
|
||||
|
||||
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
|
||||
endif()
|
||||
|
||||
add_executable(example_glfw_wgpu
|
||||
main.cpp
|
||||
# backend files
|
||||
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
|
||||
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
|
||||
# Dear ImGui files
|
||||
${IMGUI_DIR}/imgui.cpp
|
||||
${IMGUI_DIR}/imgui_draw.cpp
|
||||
${IMGUI_DIR}/imgui_demo.cpp
|
||||
${IMGUI_DIR}/imgui_tables.cpp
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
target_include_directories(example_glfw_wgpu PUBLIC
|
||||
${IMGUI_DIR}
|
||||
${IMGUI_DIR}/backends
|
||||
)
|
||||
|
||||
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
|
||||
|
||||
# Emscripten settings
|
||||
if(EMSCRIPTEN)
|
||||
target_link_options(example_glfw_wgpu PRIVATE
|
||||
"-sUSE_WEBGPU=1"
|
||||
"-sUSE_GLFW=3"
|
||||
"-sWASM=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
"-sASSERTIONS=1"
|
||||
"-sDISABLE_EXCEPTION_CATCHING=1"
|
||||
"-sNO_FILESYSTEM=1"
|
||||
)
|
||||
set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
|
||||
# copy our custom index.html to build directory
|
||||
add_custom_command(TARGET example_glfw_wgpu POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
|
||||
)
|
||||
endif()
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
@@ -18,7 +18,7 @@ To run on a local machine:
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- 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).
|
||||
346
examples/example_glfw_wgpu/main.cpp
Normal file
346
examples/example_glfw_wgpu/main.cpp
Normal file
@@ -0,0 +1,346 @@
|
||||
// Dear ImGui: standalone example application for using GLFW + WebGPU
|
||||
// - Emscripten is supported for publishing on web. See https://emscripten.org.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#else
|
||||
#include <webgpu/webgpu_glfw.h>
|
||||
#endif
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 1280;
|
||||
static int wgpu_swap_chain_height = 720;
|
||||
|
||||
// Forward declarations
|
||||
static bool InitWGPU(GLFWwindow* window);
|
||||
static void CreateSwapChain(int width, int height);
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
{
|
||||
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
||||
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
||||
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
||||
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
||||
default: error_type_lbl = "Unknown";
|
||||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU(window))
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
|
||||
glfwShowWindow(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
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_preferred_fmt;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// 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 \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// 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
|
||||
#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 (!glfwWindowShouldClose(window))
|
||||
#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.
|
||||
glfwPollEvents();
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
CreateSwapChain(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_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();
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
// Tick needs to be called in Dawn to display validation errors
|
||||
wgpuDeviceTick(wgpu_device);
|
||||
#endif
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
wgpuSwapChainPresent(wgpu_swap_chain);
|
||||
#endif
|
||||
|
||||
wgpuTextureViewRelease(color_attachments.view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
static WGPUAdapter RequestAdapter(WGPUInstance instance)
|
||||
{
|
||||
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
|
||||
{
|
||||
if (status == WGPURequestAdapterStatus_Success)
|
||||
*(WGPUAdapter*)(pUserData) = adapter;
|
||||
else
|
||||
printf("Could not get WebGPU adapter: %s\n", message);
|
||||
};
|
||||
WGPUAdapter adapter;
|
||||
wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
|
||||
return adapter;
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
||||
{
|
||||
auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
|
||||
{
|
||||
if (status == WGPURequestDeviceStatus_Success)
|
||||
*(WGPUDevice*)(pUserData) = device;
|
||||
else
|
||||
printf("Could not get WebGPU device: %s\n", message);
|
||||
};
|
||||
WGPUDevice device;
|
||||
wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
|
||||
return device;
|
||||
}
|
||||
#endif
|
||||
|
||||
static bool InitWGPU(GLFWwindow* window)
|
||||
{
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
#else
|
||||
WGPUAdapter adapter = RequestAdapter(instance.Get());
|
||||
if (!adapter)
|
||||
return false;
|
||||
wgpu_device = RequestDevice(adapter);
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
#else
|
||||
wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
|
||||
if (!surface)
|
||||
return false;
|
||||
wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
|
||||
#endif
|
||||
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void CreateSwapChain(int width, int height)
|
||||
{
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
}
|
||||
@@ -3,7 +3,7 @@
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
|
||||
<title>Dear ImGui Emscripten+WebGPU example</title>
|
||||
<title>Dear ImGui Emscripten+GLFW+WebGPU example</title>
|
||||
<style>
|
||||
body { margin: 0; background-color: black }
|
||||
.emscripten {
|
||||
@@ -63,6 +63,10 @@
|
||||
|
||||
// Initialize the graphics adapter
|
||||
{
|
||||
if (!navigator.gpu) {
|
||||
throw Error("WebGPU not supported.");
|
||||
}
|
||||
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
const device = await adapter.requestDevice();
|
||||
Module.preinitializedWebGPUDevice = device;
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + DirectX 11
|
||||
// (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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
@@ -43,6 +47,12 @@ int main(int, char**)
|
||||
// Setup window
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Metal
|
||||
// (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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_sdl2_opengl3/ folder**
|
||||
@@ -37,6 +41,12 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
@@ -64,6 +68,12 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important 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.
|
||||
@@ -34,6 +38,11 @@ int main(int, char**)
|
||||
// Create window with SDL_Renderer graphics context
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
@@ -50,6 +59,7 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@@ -146,7 +156,7 @@ int main(int, char**)
|
||||
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Vulkan
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
@@ -16,12 +20,16 @@
|
||||
#include <stdlib.h> // abort
|
||||
#include <SDL.h>
|
||||
#include <SDL_vulkan.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
// Data
|
||||
@@ -48,14 +56,14 @@ static void check_vk_result(VkResult err)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
@@ -97,6 +105,9 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
@@ -123,7 +134,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
@@ -135,17 +146,20 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
@@ -242,7 +256,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
@@ -259,11 +273,11 @@ static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
@@ -360,7 +374,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
@@ -381,6 +395,11 @@ int main(int, char**)
|
||||
// Create window with Vulkan graphics context
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
@@ -437,13 +456,14 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// 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.
|
||||
@@ -461,36 +481,6 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL3 + OpenGL
|
||||
// (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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
@@ -60,7 +64,7 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
|
||||
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important 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.
|
||||
@@ -31,19 +35,20 @@ int main(int, char**)
|
||||
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);
|
||||
Uint32 window_flags = 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);
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
|
||||
SDL_SetRenderVSync(renderer, 1);
|
||||
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);
|
||||
|
||||
@@ -53,6 +58,7 @@ int main(int, char**)
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@@ -157,7 +163,7 @@ int main(int, char**)
|
||||
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 10
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
@@ -12,6 +16,7 @@
|
||||
// Data
|
||||
static ID3D10Device* g_pd3dDevice = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
@@ -108,6 +113,14 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window being minimized or screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -173,10 +186,13 @@ int main(int, char**)
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX10_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 11
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
@@ -12,6 +16,7 @@
|
||||
static ID3D11Device* g_pd3dDevice = nullptr;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
@@ -113,6 +118,14 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window being minimized or screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -178,8 +191,10 @@ int main(int, char**)
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important: to compile on 32-bit systems, the DirectX12 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*.
|
||||
@@ -22,6 +26,8 @@
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
#endif
|
||||
|
||||
#include "imgui_internal.h"
|
||||
|
||||
struct FrameContext
|
||||
{
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
@@ -43,6 +49,7 @@ static ID3D12Fence* g_fence = nullptr;
|
||||
static HANDLE g_fenceEvent = nullptr;
|
||||
static UINT64 g_fenceLastSignaledValue = 0;
|
||||
static IDXGISwapChain3* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static HANDLE g_hSwapChainWaitableObject = nullptr;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
@@ -145,6 +152,14 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window screen locked
|
||||
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
g_SwapChainOccluded = false;
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX12_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
@@ -224,8 +239,10 @@ int main(int, char**)
|
||||
ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
|
||||
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 9
|
||||
// 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
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx9.h"
|
||||
@@ -11,6 +15,7 @@
|
||||
// Data
|
||||
static LPDIRECT3D9 g_pD3D = nullptr;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
|
||||
static bool g_DeviceLost = false;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp = {};
|
||||
|
||||
@@ -106,6 +111,20 @@ int main(int, char**)
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle lost D3D9 device
|
||||
if (g_DeviceLost)
|
||||
{
|
||||
HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
|
||||
if (hr == D3DERR_DEVICELOST)
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
if (hr == D3DERR_DEVICENOTRESET)
|
||||
ResetDevice();
|
||||
g_DeviceLost = false;
|
||||
}
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
@@ -179,12 +198,11 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
|
||||
|
||||
// Handle loss of D3D9 device
|
||||
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
|
||||
ResetDevice();
|
||||
if (result == D3DERR_DEVICELOST)
|
||||
g_DeviceLost = true;
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
// Dear ImGui: standalone example application for Win32 + OpenGL 3
|
||||
// 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
|
||||
|
||||
// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
@@ -70,9 +74,9 @@ int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
|
||||
WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
|
||||
WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
|
||||
::RegisterClassExW(&wc);
|
||||
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
|
||||
|
||||
// Initialize OpenGL
|
||||
if (!CreateDeviceWGL(hwnd, &g_MainWindow))
|
||||
@@ -130,7 +134,7 @@ int main(int, char**)
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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.
|
||||
@@ -140,8 +144,8 @@ int main(int, char**)
|
||||
//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, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//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;
|
||||
@@ -155,7 +159,7 @@ int main(int, char**)
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// See the WndProc() function below for our to dispatch events to the Win32 backend.
|
||||
MSG msg;
|
||||
while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
@@ -266,7 +270,7 @@ bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
|
||||
|
||||
void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
|
||||
{
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
wglMakeCurrent(nullptr, nullptr);
|
||||
::ReleaseDC(hWnd, data->hDC);
|
||||
}
|
||||
|
||||
|
||||
@@ -200,7 +200,7 @@ typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
|
||||
@brief Get time function
|
||||
|
||||
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
|
||||
have occured. The time base should be a cyclic millisecond time value.
|
||||
have occurred. The time base should be a cyclic millisecond time value.
|
||||
|
||||
@returns Time value in milliseconds
|
||||
**/
|
||||
|
||||
@@ -28,13 +28,13 @@
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
@@ -50,12 +50,14 @@
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
|
||||
981
imgui_demo.cpp
981
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
507
imgui_draw.cpp
507
imgui_draw.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.89.9
|
||||
// dear imgui, v1.90.7
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -8,6 +8,7 @@ Index of this file:
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
// [SECTION] ImDrawListSplitter
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
@@ -64,6 +65,7 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
@@ -135,7 +137,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#define STBTT_sqrt(x) ImSqrt(x)
|
||||
#define STBTT_pow(x,y) ImPow(x,y)
|
||||
#define STBTT_fabs(x) ImFabs(x)
|
||||
#define STBTT_ifloor(x) ((int)ImFloorSigned(x))
|
||||
#define STBTT_ifloor(x) ((int)ImFloor(x))
|
||||
#define STBTT_iceil(x) ((int)ImCeil(x))
|
||||
#define STBTT_STATIC
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
@@ -389,12 +391,13 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
|
||||
}
|
||||
|
||||
// Initialize before use in a new frame. We always have a command ready in the buffer.
|
||||
// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
|
||||
void ImDrawList::_ResetForNewFrame()
|
||||
{
|
||||
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
if (_Splitter._Count > 1)
|
||||
_Splitter.Merge(this);
|
||||
|
||||
@@ -481,7 +484,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
}
|
||||
|
||||
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
|
||||
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
|
||||
#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
|
||||
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
|
||||
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
|
||||
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
|
||||
@@ -647,7 +650,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
|
||||
}
|
||||
|
||||
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
|
||||
// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
|
||||
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
|
||||
{
|
||||
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
|
||||
@@ -1197,8 +1200,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
|
||||
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
|
||||
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
|
||||
const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
|
||||
|
||||
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
|
||||
@@ -1223,6 +1226,26 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
|
||||
{
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
|
||||
const float cos_rot = ImCos(rot);
|
||||
const float sin_rot = ImSin(rot);
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
||||
ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
|
||||
const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
|
||||
point.x = rel.x + center.x;
|
||||
point.y = rel.y + center.y;
|
||||
_Path.push_back(point);
|
||||
}
|
||||
}
|
||||
|
||||
ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
|
||||
{
|
||||
float u = 1.0f - t;
|
||||
@@ -1318,33 +1341,22 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
|
||||
}
|
||||
}
|
||||
|
||||
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
|
||||
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
|
||||
{
|
||||
/*
|
||||
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// Obsoleted in 1.82 (from February 2021)
|
||||
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
|
||||
// ~0 --> ImDrawFlags_RoundCornersAll or 0
|
||||
if (flags == ~0)
|
||||
return ImDrawFlags_RoundCornersAll;
|
||||
|
||||
// Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)
|
||||
// 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!)
|
||||
// 0x02 --> ImDrawFlags_RoundCornersTopRight
|
||||
// 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight
|
||||
// 0x04 --> ImDrawFlags_RoundCornersBotLeft
|
||||
// 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft
|
||||
// ...
|
||||
// 0x0F --> ImDrawFlags_RoundCornersAll or 0
|
||||
// (See all values in ImDrawCornerFlags_)
|
||||
if (flags >= 0x01 && flags <= 0x0F)
|
||||
return (flags << 4);
|
||||
|
||||
// Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
|
||||
// - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
|
||||
if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
|
||||
// - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
|
||||
if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
|
||||
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
|
||||
#endif
|
||||
|
||||
// If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
|
||||
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...
|
||||
*/
|
||||
// If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
|
||||
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
|
||||
// See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
|
||||
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
|
||||
|
||||
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
|
||||
@@ -1553,6 +1565,35 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
// Ellipse
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
// Cubic Bezier takes 4 controls points
|
||||
void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
@@ -1580,10 +1621,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
// Accept null ranges
|
||||
if (text_begin == text_end || text_begin[0] == 0)
|
||||
return;
|
||||
if (text_end == NULL)
|
||||
text_end = text_begin + strlen(text_begin);
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
// Pull default font/size from the shared ImDrawListSharedData instance
|
||||
if (font == NULL)
|
||||
@@ -1667,6 +1709,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
//-----------------------------------------------------------------------------
|
||||
// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
|
||||
// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
|
||||
// Provided as a convenience for user but not used by main library.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ImTriangulator [Internal]
|
||||
// - AddConcavePolyFilled()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImTriangulatorNodeType
|
||||
{
|
||||
ImTriangulatorNodeType_Convex,
|
||||
ImTriangulatorNodeType_Ear,
|
||||
ImTriangulatorNodeType_Reflex
|
||||
};
|
||||
|
||||
struct ImTriangulatorNode
|
||||
{
|
||||
ImTriangulatorNodeType Type;
|
||||
int Index;
|
||||
ImVec2 Pos;
|
||||
ImTriangulatorNode* Next;
|
||||
ImTriangulatorNode* Prev;
|
||||
|
||||
void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
|
||||
};
|
||||
|
||||
struct ImTriangulatorNodeSpan
|
||||
{
|
||||
ImTriangulatorNode** Data = NULL;
|
||||
int Size = 0;
|
||||
|
||||
void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
|
||||
void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
|
||||
};
|
||||
|
||||
struct ImTriangulator
|
||||
{
|
||||
static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
|
||||
static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
|
||||
|
||||
void Init(const ImVec2* points, int points_count, void* scratch_buffer);
|
||||
void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
|
||||
|
||||
// Internal functions
|
||||
void BuildNodes(const ImVec2* points, int points_count);
|
||||
void BuildReflexes();
|
||||
void BuildEars();
|
||||
void FlipNodeList();
|
||||
bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
|
||||
void ReclassifyNode(ImTriangulatorNode* node);
|
||||
|
||||
// Internal members
|
||||
int _TrianglesLeft = 0;
|
||||
ImTriangulatorNode* _Nodes = NULL;
|
||||
ImTriangulatorNodeSpan _Ears;
|
||||
ImTriangulatorNodeSpan _Reflexes;
|
||||
};
|
||||
|
||||
// Distribute storage for nodes, ears and reflexes.
|
||||
// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
|
||||
// (this would require first building reflexes to bail to convex if empty, without even building nodes)
|
||||
void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
|
||||
{
|
||||
IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
|
||||
_TrianglesLeft = EstimateTriangleCount(points_count);
|
||||
_Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
|
||||
_Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
|
||||
_Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
|
||||
BuildNodes(points, points_count);
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
|
||||
{
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_Nodes[i].Type = ImTriangulatorNodeType_Convex;
|
||||
_Nodes[i].Index = i;
|
||||
_Nodes[i].Pos = points[i];
|
||||
_Nodes[i].Next = _Nodes + i + 1;
|
||||
_Nodes[i].Prev = _Nodes + i - 1;
|
||||
}
|
||||
_Nodes[0].Prev = _Nodes + points_count - 1;
|
||||
_Nodes[points_count - 1].Next = _Nodes;
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildReflexes()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Reflex;
|
||||
_Reflexes.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildEars()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (n1->Type != ImTriangulatorNodeType_Convex)
|
||||
continue;
|
||||
if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Ear;
|
||||
_Ears.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
|
||||
{
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
FlipNodeList();
|
||||
|
||||
ImTriangulatorNode* node = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
|
||||
node->Type = ImTriangulatorNodeType_Convex;
|
||||
_Reflexes.Size = 0;
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
|
||||
// If we still don't have ears, it means geometry is degenerated.
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
// Return first triangle available, mimicking the behavior of convex fill.
|
||||
IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
|
||||
_Ears.Data[0] = _Nodes;
|
||||
_Ears.Size = 1;
|
||||
}
|
||||
}
|
||||
|
||||
ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
|
||||
out_triangle[0] = ear->Prev->Index;
|
||||
out_triangle[1] = ear->Index;
|
||||
out_triangle[2] = ear->Next->Index;
|
||||
|
||||
ear->Unlink();
|
||||
if (ear == _Nodes)
|
||||
_Nodes = ear->Next;
|
||||
|
||||
ReclassifyNode(ear->Prev);
|
||||
ReclassifyNode(ear->Next);
|
||||
_TrianglesLeft--;
|
||||
}
|
||||
|
||||
void ImTriangulator::FlipNodeList()
|
||||
{
|
||||
ImTriangulatorNode* prev = _Nodes;
|
||||
ImTriangulatorNode* temp = _Nodes;
|
||||
ImTriangulatorNode* current = _Nodes->Next;
|
||||
prev->Next = prev;
|
||||
prev->Prev = prev;
|
||||
while (current != _Nodes)
|
||||
{
|
||||
temp = current->Next;
|
||||
|
||||
current->Next = prev;
|
||||
prev->Prev = current;
|
||||
_Nodes->Next = current;
|
||||
current->Prev = _Nodes;
|
||||
|
||||
prev = current;
|
||||
current = temp;
|
||||
}
|
||||
_Nodes = prev;
|
||||
}
|
||||
|
||||
// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
|
||||
bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
|
||||
{
|
||||
ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
|
||||
for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
|
||||
{
|
||||
ImTriangulatorNode* reflex = *p;
|
||||
if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
|
||||
if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
|
||||
{
|
||||
// Classify node
|
||||
ImTriangulatorNodeType type;
|
||||
const ImTriangulatorNode* n0 = n1->Prev;
|
||||
const ImTriangulatorNode* n2 = n1->Next;
|
||||
if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Reflex;
|
||||
else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Ear;
|
||||
else
|
||||
type = ImTriangulatorNodeType_Convex;
|
||||
|
||||
// Update lists when a type changes
|
||||
if (type == n1->Type)
|
||||
return;
|
||||
if (n1->Type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.find_erase_unsorted(n1->Index);
|
||||
else if (n1->Type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.find_erase_unsorted(n1->Index);
|
||||
if (type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.push_back(n1);
|
||||
else if (type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.push_back(n1);
|
||||
n1->Type = type;
|
||||
}
|
||||
|
||||
// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
|
||||
// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
|
||||
// It is up to caller to ensure not making costly calls that will be outside of visible area.
|
||||
// As concave fill is noticeably more expensive than other primitives, be mindful of this...
|
||||
// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
|
||||
void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
|
||||
{
|
||||
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
const ImVec2 uv = _Data->TexUvWhitePixel;
|
||||
ImTriangulator triangulator;
|
||||
unsigned int triangle[3];
|
||||
if (Flags & ImDrawListFlags_AntiAliasedFill)
|
||||
{
|
||||
// Anti-aliased Fill
|
||||
const float AA_SIZE = _FringeScale;
|
||||
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
|
||||
const int idx_count = (points_count - 2) * 3 + points_count * 6;
|
||||
const int vtx_count = (points_count * 2);
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
|
||||
// Add indexes for fill
|
||||
unsigned int vtx_inner_idx = _VtxCurrentIdx;
|
||||
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
|
||||
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
|
||||
// Compute normals
|
||||
_Data->TempBuffer.reserve_discard(points_count);
|
||||
ImVec2* temp_normals = _Data->TempBuffer.Data;
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
const ImVec2& p0 = points[i0];
|
||||
const ImVec2& p1 = points[i1];
|
||||
float dx = p1.x - p0.x;
|
||||
float dy = p1.y - p0.y;
|
||||
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
|
||||
temp_normals[i0].x = dy;
|
||||
temp_normals[i0].y = -dx;
|
||||
}
|
||||
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
// Average normals
|
||||
const ImVec2& n0 = temp_normals[i0];
|
||||
const ImVec2& n1 = temp_normals[i1];
|
||||
float dm_x = (n0.x + n1.x) * 0.5f;
|
||||
float dm_y = (n0.y + n1.y) * 0.5f;
|
||||
IM_FIXNORMAL2F(dm_x, dm_y);
|
||||
dm_x *= AA_SIZE * 0.5f;
|
||||
dm_y *= AA_SIZE * 0.5f;
|
||||
|
||||
// Add vertices
|
||||
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
|
||||
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
|
||||
_VtxWritePtr += 2;
|
||||
|
||||
// Add indexes for fringes
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
|
||||
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
|
||||
_IdxWritePtr += 6;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non Anti-aliased Fill
|
||||
const int idx_count = (points_count - 2) * 3;
|
||||
const int vtx_count = points_count;
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
for (int i = 0; i < vtx_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr++;
|
||||
}
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawListSplitter
|
||||
@@ -1956,6 +2308,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
|
||||
{
|
||||
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
|
||||
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
|
||||
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
|
||||
vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImFontConfig
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1968,6 +2328,7 @@ ImFontConfig::ImFontConfig()
|
||||
OversampleV = 1;
|
||||
GlyphMaxAdvanceX = FLT_MAX;
|
||||
RasterizerMultiply = 1.0f;
|
||||
RasterizerDensity = 1.0f;
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
}
|
||||
|
||||
@@ -2150,6 +2511,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
|
||||
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
|
||||
|
||||
ImFontAtlasUpdateConfigDataPointers(this);
|
||||
|
||||
// Invalidate texture
|
||||
TexReady = false;
|
||||
ClearTexData();
|
||||
@@ -2186,7 +2549,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
font_cfg.EllipsisChar = (ImWchar)0x0085;
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@@ -2216,13 +2579,14 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
|
||||
}
|
||||
|
||||
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
|
||||
IM_ASSERT(font_cfg.FontData == NULL);
|
||||
font_cfg.FontData = ttf_data;
|
||||
font_cfg.FontDataSize = ttf_size;
|
||||
IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
|
||||
font_cfg.FontData = font_data;
|
||||
font_cfg.FontDataSize = font_data_size;
|
||||
font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
|
||||
if (glyph_ranges)
|
||||
font_cfg.GlyphRanges = glyph_ranges;
|
||||
@@ -2437,7 +2801,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
|
||||
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
|
||||
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
|
||||
{
|
||||
IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Measure highest codepoints
|
||||
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
@@ -2519,7 +2886,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
|
||||
// Convert our ranges in the format stb_truetype wants
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.PackRange.font_size = cfg.SizePixels;
|
||||
src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
|
||||
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
|
||||
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
|
||||
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
|
||||
@@ -2528,7 +2895,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
|
||||
|
||||
// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
|
||||
const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
|
||||
const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
|
||||
{
|
||||
@@ -2624,12 +2991,14 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
|
||||
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
|
||||
|
||||
const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
const float ascent = ImCeil(unscaled_ascent * font_scale);
|
||||
const float descent = ImFloor(unscaled_descent * font_scale);
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
|
||||
const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
|
||||
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
{
|
||||
// Register glyph
|
||||
@@ -2638,7 +3007,11 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
stbtt_aligned_quad q;
|
||||
float unused_x = 0.0f, unused_y = 0.0f;
|
||||
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);
|
||||
float x0 = q.x0 * inv_rasterization_scale + font_off_x;
|
||||
float y0 = q.y0 * inv_rasterization_scale + font_off_y;
|
||||
float x1 = q.x1 * inv_rasterization_scale + font_off_x;
|
||||
float y1 = q.y1 * inv_rasterization_scale + font_off_y;
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2658,19 +3031,31 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
|
||||
|
||||
#endif // IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
|
||||
{
|
||||
for (ImFontConfig& font_cfg : atlas->ConfigData)
|
||||
{
|
||||
ImFont* font = font_cfg.DstFont;
|
||||
if (!font_cfg.MergeMode)
|
||||
{
|
||||
font->ConfigData = &font_cfg;
|
||||
font->ConfigDataCount = 0;
|
||||
}
|
||||
font->ConfigDataCount++;
|
||||
}
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
|
||||
{
|
||||
if (!font_config->MergeMode)
|
||||
{
|
||||
font->ClearOutputData();
|
||||
font->FontSize = font_config->SizePixels;
|
||||
font->ConfigData = font_config;
|
||||
font->ConfigDataCount = 0;
|
||||
IM_ASSERT(font->ConfigData == font_config);
|
||||
font->ContainerAtlas = atlas;
|
||||
font->Ascent = ascent;
|
||||
font->Descent = descent;
|
||||
}
|
||||
font->ConfigDataCount++;
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
|
||||
@@ -2817,6 +3202,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
|
||||
// Note: this is called / shared by both the stb_truetype and the FreeType builder
|
||||
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
{
|
||||
// Round font size
|
||||
// - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
|
||||
// - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
|
||||
// - We may support it better later and remove this rounding.
|
||||
for (ImFontConfig& cfg : atlas->ConfigData)
|
||||
cfg.SizePixels = ImTrunc(cfg.SizePixels);
|
||||
|
||||
// Register texture region for mouse cursors or standard white pixels
|
||||
if (atlas->PackIdMouseCursors < 0)
|
||||
{
|
||||
@@ -3225,6 +3617,7 @@ void ImFont::BuildLookupTable()
|
||||
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
|
||||
|
||||
// Build lookup table
|
||||
IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
|
||||
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
|
||||
IndexAdvanceX.clear();
|
||||
IndexLookup.clear();
|
||||
@@ -3341,7 +3734,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa
|
||||
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
|
||||
if (advance_x != advance_x_original)
|
||||
{
|
||||
float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
x0 += char_off_x;
|
||||
x1 += char_off_x;
|
||||
}
|
||||
@@ -3609,8 +4002,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
if (glyph->Colored)
|
||||
col |= ~IM_COL32_A_MASK;
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
@@ -3622,8 +4015,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
if (y > clip_rect.w)
|
||||
return;
|
||||
|
||||
@@ -3694,6 +4087,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
{
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
if (y > clip_rect.w)
|
||||
break; // break out of main loop
|
||||
word_wrap_eol = NULL;
|
||||
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
|
||||
continue;
|
||||
@@ -3932,8 +4327,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
|
||||
}
|
||||
if (p1.x > rect.Min.x + rounding)
|
||||
{
|
||||
@@ -3952,8 +4347,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
|
||||
}
|
||||
}
|
||||
draw_list->PathFillConvex(col);
|
||||
@@ -4151,8 +4546,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
|
||||
//-----------------------------------------------------------------------------
|
||||
// ProggyClean.ttf
|
||||
// Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
|
||||
// Download and more information at http://upperbounds.net
|
||||
// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
|
||||
// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: 'ProggyClean.ttf' (41208 bytes)
|
||||
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
|
||||
|
||||
858
imgui_internal.h
858
imgui_internal.h
File diff suppressed because it is too large
Load Diff
511
imgui_tables.cpp
511
imgui_tables.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.89.9
|
||||
// dear imgui, v1.90.7
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -24,8 +24,9 @@ Index of this file:
|
||||
*/
|
||||
|
||||
// Navigating this file:
|
||||
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Commentary
|
||||
@@ -48,7 +49,8 @@ Index of this file:
|
||||
// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
|
||||
// | TableSetupDrawChannels() - setup ImDrawList channels
|
||||
// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
|
||||
// | TableDrawContextMenu() - draw right-click context menu
|
||||
// | TableBeginContextMenuPopup()
|
||||
// | - TableDrawDefaultContextMenu() - draw right-click context menu contents
|
||||
//-----------------------------------------------------------------------------
|
||||
// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
|
||||
// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
|
||||
@@ -226,6 +228,7 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
|
||||
@@ -317,19 +320,30 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
IM_ASSERT(inner_width >= 0.0f);
|
||||
|
||||
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
|
||||
// FIXME: coarse clipping because access to table data causes two issues:
|
||||
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
|
||||
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
|
||||
// The side-effects of accessing table data on coarse clip would be:
|
||||
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
|
||||
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
|
||||
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
||||
const ImVec2 avail_size = GetContentRegionAvail();
|
||||
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0))
|
||||
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
||||
{
|
||||
ItemSize(outer_rect);
|
||||
ItemAdd(outer_rect, id);
|
||||
return false;
|
||||
}
|
||||
|
||||
// [DEBUG] Debug break requested by user
|
||||
if (g.DebugBreakInTable == id)
|
||||
IM_DEBUG_BREAK();
|
||||
|
||||
// Acquire storage for the table
|
||||
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
|
||||
const ImGuiTableFlags table_last_flags = table->Flags;
|
||||
|
||||
// Acquire temporary buffers
|
||||
const int table_idx = g.Tables.GetIndex(table);
|
||||
@@ -345,7 +359,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
flags = TableFixFlags(flags, outer_window);
|
||||
|
||||
// Initialize
|
||||
const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
const int previous_frame_active = table->LastFrameActive;
|
||||
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
const ImGuiTableFlags previous_flags = table->Flags;
|
||||
table->ID = id;
|
||||
table->Flags = flags;
|
||||
table->LastFrameActive = g.FrameCount;
|
||||
@@ -392,7 +408,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
|
||||
|
||||
// Reset scroll if we are reactivating it
|
||||
if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
|
||||
|
||||
// Create scrolling region (without border and zero window padding)
|
||||
@@ -404,6 +420,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->InnerRect = table->InnerWindow->InnerRect;
|
||||
IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
|
||||
|
||||
// Allow submitting when host is measuring
|
||||
if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
|
||||
table->InnerWindow->SkipItems = false;
|
||||
|
||||
// When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
|
||||
if (instance_no == 0)
|
||||
{
|
||||
@@ -439,6 +459,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
|
||||
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
|
||||
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
|
||||
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
|
||||
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
if (flags & ImGuiTableFlags_BordersOuterV)
|
||||
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
|
||||
if (flags & ImGuiTableFlags_BordersOuterH)
|
||||
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
|
||||
}
|
||||
|
||||
// Padding and Spacing
|
||||
// - None ........Content..... Pad .....Content........
|
||||
// - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
|
||||
@@ -472,7 +504,11 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
|
||||
table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
|
||||
table->IsUnfrozenRows = true;
|
||||
table->DeclColumnsCount = 0;
|
||||
table->DeclColumnsCount = table->AngledHeadersCount = 0;
|
||||
if (previous_frame_active + 1 < g.FrameCount)
|
||||
table->IsActiveIdInTable = false;
|
||||
table->AngledHeadersHeight = 0.0f;
|
||||
temp_data->AngledHeadersExtraWidth = 0.0f;
|
||||
|
||||
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
|
||||
table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
|
||||
@@ -485,7 +521,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
|
||||
inner_window->DC.CurrentTableIdx = table_idx;
|
||||
|
||||
if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
|
||||
// Mark as used to avoid GC
|
||||
@@ -846,8 +882,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
|
||||
IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
|
||||
|
||||
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
|
||||
// to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).
|
||||
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
|
||||
// the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
|
||||
// FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
|
||||
if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
|
||||
table->InnerWindow->SkipItems = false;
|
||||
@@ -932,7 +968,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
|
||||
{
|
||||
float weight_ratio = column->StretchWeight / stretch_sum_weights;
|
||||
column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
width_remaining_for_stretched_columns -= column->WidthRequest;
|
||||
}
|
||||
|
||||
@@ -942,7 +978,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
|
||||
|
||||
// Assign final width, record width in case we will need to shrink
|
||||
column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
table->ColumnsGivenWidth += column->WidthGiven;
|
||||
}
|
||||
|
||||
@@ -969,17 +1005,23 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
table_instance->HoveredRowLast = table_instance->HoveredRowNext;
|
||||
table_instance->HoveredRowNext = -1;
|
||||
table->HoveredColumnBody = -1;
|
||||
table->HoveredColumnBorder = -1;
|
||||
table->HoveredColumnBody = table->HoveredColumnBorder = -1;
|
||||
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
|
||||
const ImGuiID backup_active_id = g.ActiveId;
|
||||
g.ActiveId = 0;
|
||||
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
|
||||
g.ActiveId = backup_active_id;
|
||||
|
||||
// Determine skewed MousePos.x to support angled headers.
|
||||
float mouse_skewed_x = g.IO.MousePos.x;
|
||||
if (table->AngledHeadersHeight > 0.0f)
|
||||
if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
|
||||
mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
|
||||
|
||||
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
|
||||
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
|
||||
int visible_n = 0;
|
||||
bool has_at_least_one_column_requesting_output = false;
|
||||
bool offset_x_frozen = (table->FreezeColumnsCount > 0);
|
||||
float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
|
||||
ImRect host_clip_rect = table->InnerClipRect;
|
||||
@@ -1017,7 +1059,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Detect hovered column
|
||||
if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)
|
||||
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
|
||||
|
||||
// Lock start position
|
||||
@@ -1034,9 +1076,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
|
||||
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
|
||||
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
|
||||
const float previous_instance_work_min_x = column->WorkMinX;
|
||||
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
|
||||
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
|
||||
column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
|
||||
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
|
||||
column->ClipRect.Min.x = column->MinX;
|
||||
column->ClipRect.Min.y = work_rect.Min.y;
|
||||
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
|
||||
@@ -1060,9 +1103,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
|
||||
|
||||
// Mark column as SkipItems (ignoring all items/layout)
|
||||
// (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
|
||||
column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
|
||||
if (column->IsSkipItems)
|
||||
IM_ASSERT(!is_visible);
|
||||
if (column->IsRequestOutput && !column->IsSkipItems)
|
||||
has_at_least_one_column_requesting_output = true;
|
||||
|
||||
// Update status flags
|
||||
column->Flags |= ImGuiTableColumnFlags_IsEnabled;
|
||||
@@ -1083,8 +1129,22 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
|
||||
|
||||
// Reset content width variables
|
||||
column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
if (table->InstanceCurrent == 0)
|
||||
{
|
||||
column->ContentMaxXFrozen = column->WorkMinX;
|
||||
column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->WorkMinX;
|
||||
column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
}
|
||||
else
|
||||
{
|
||||
// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
|
||||
const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
|
||||
column->ContentMaxXFrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXUnfrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersUsed += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
|
||||
}
|
||||
|
||||
// Don't decrement auto-fit counters until container window got a chance to submit its items
|
||||
if (table->HostSkipItems == false)
|
||||
@@ -1100,18 +1160,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
visible_n++;
|
||||
}
|
||||
|
||||
// In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
|
||||
// Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
|
||||
if (has_at_least_one_column_requesting_output == false)
|
||||
{
|
||||
table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
|
||||
table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
|
||||
}
|
||||
|
||||
// [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
|
||||
// Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
|
||||
// because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
|
||||
const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
|
||||
if (is_hovering_table && table->HoveredColumnBody == -1)
|
||||
{
|
||||
if (g.IO.MousePos.x >= unused_x1)
|
||||
if (mouse_skewed_x >= unused_x1)
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
|
||||
}
|
||||
if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
|
||||
table->Flags &= ~ImGuiTableFlags_Resizable;
|
||||
|
||||
table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
|
||||
|
||||
// [Part 8] Lock actual OuterRect/WorkRect right-most position.
|
||||
// This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
|
||||
// Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
|
||||
@@ -1123,8 +1191,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
|
||||
}
|
||||
table->InnerWindow->ParentWorkRect = table->WorkRect;
|
||||
table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
|
||||
table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
|
||||
table->BorderX1 = table->InnerClipRect.Min.x;
|
||||
table->BorderX2 = table->InnerClipRect.Max.x;
|
||||
|
||||
// Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
|
||||
float window_content_max_y;
|
||||
@@ -1140,14 +1208,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// [Part 10] Hit testing on borders
|
||||
if (table->Flags & ImGuiTableFlags_Resizable)
|
||||
TableUpdateBorders(table);
|
||||
table_instance->LastFirstRowHeight = 0.0f;
|
||||
table_instance->LastTopHeadersRowHeight = 0.0f;
|
||||
table->IsLayoutLocked = true;
|
||||
table->IsUsingHeaders = false;
|
||||
|
||||
// [Part 11] Context menu
|
||||
if (TableBeginContextMenuPopup(table))
|
||||
// Highlight header
|
||||
table->HighlightColumnHeader = -1;
|
||||
if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
|
||||
table->HighlightColumnHeader = table->ContextPopupColumn;
|
||||
else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
|
||||
if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
|
||||
table->HighlightColumnHeader = table->HoveredColumnBody;
|
||||
|
||||
// [Part 11] Default context menu
|
||||
// - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
|
||||
// - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
|
||||
// - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
|
||||
// e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
|
||||
if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
|
||||
{
|
||||
TableDrawContextMenu(table);
|
||||
TableDrawDefaultContextMenu(table, table->Flags);
|
||||
EndPopup();
|
||||
}
|
||||
|
||||
@@ -1183,10 +1263,10 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
|
||||
// Actual columns highlight/render will be performed in EndTable() and not be affected.
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
|
||||
const float hit_y1 = table->OuterRect.Min.y;
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
|
||||
const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
|
||||
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
{
|
||||
@@ -1217,7 +1297,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
{
|
||||
TableSetColumnWidthAutoSingle(table, column_n);
|
||||
ClearActiveID();
|
||||
held = hovered = false;
|
||||
held = false;
|
||||
}
|
||||
if (held)
|
||||
{
|
||||
@@ -1289,7 +1369,7 @@ void ImGui::EndTable()
|
||||
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
|
||||
if (table->ResizedColumn != -1)
|
||||
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
|
||||
}
|
||||
|
||||
// Pop clipping rect
|
||||
@@ -1360,11 +1440,13 @@ void ImGui::EndTable()
|
||||
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
|
||||
const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
|
||||
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
table->ResizedColumnNextWidth = new_width;
|
||||
}
|
||||
|
||||
table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
|
||||
|
||||
// Pop from id stack
|
||||
IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
|
||||
IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
|
||||
@@ -1387,7 +1469,10 @@ void ImGui::EndTable()
|
||||
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
|
||||
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
|
||||
EndChild();
|
||||
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1405,7 +1490,7 @@ void ImGui::EndTable()
|
||||
}
|
||||
else if (temp_data->UserOuterSize.x <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;
|
||||
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
|
||||
}
|
||||
@@ -1444,7 +1529,7 @@ void ImGui::EndTable()
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
// See "COLUMN SIZING POLICIES" comments at the top of this file
|
||||
// See "COLUMNS SIZING POLICIES" comments at the top of this file
|
||||
// If (init_width_or_weight <= 0.0f) it is ignored
|
||||
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
|
||||
{
|
||||
@@ -1472,6 +1557,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
|
||||
if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
|
||||
flags |= ImGuiTableColumnFlags_WidthFixed;
|
||||
if (flags & ImGuiTableColumnFlags_AngledHeader)
|
||||
{
|
||||
flags |= ImGuiTableColumnFlags_NoHeaderLabel;
|
||||
table->AngledHeadersCount++;
|
||||
}
|
||||
|
||||
TableSetupColumnFlags(table, column, flags);
|
||||
column->UserID = user_id;
|
||||
@@ -1505,6 +1595,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
}
|
||||
|
||||
// Store name (append with zero-terminator in contiguous buffer)
|
||||
// FIXME: If we recorded the number of \n in names we could compute header row height
|
||||
column->NameOffset = -1;
|
||||
if (label != NULL && label[0] != 0)
|
||||
{
|
||||
@@ -1819,15 +1910,16 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
const float bg_y2 = table->RowPosY2;
|
||||
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
|
||||
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
|
||||
if (table->CurrentRow == 0)
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
|
||||
table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
|
||||
|
||||
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
|
||||
if (is_visible)
|
||||
{
|
||||
// Update data for TableGetHoveredRow()
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow;
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
|
||||
table_instance->HoveredRowNext = table->CurrentRow;
|
||||
|
||||
// Decide of background color for the row
|
||||
ImU32 bg_col0 = 0;
|
||||
@@ -1840,15 +1932,14 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
bg_col1 = table->RowBgColor[1];
|
||||
|
||||
// Decide of top border color
|
||||
ImU32 border_col = 0;
|
||||
ImU32 top_border_col = 0;
|
||||
const float border_size = TABLE_BORDER_SIZE;
|
||||
if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)
|
||||
if (table->Flags & ImGuiTableFlags_BordersInnerH)
|
||||
border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
|
||||
top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
|
||||
const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
|
||||
const bool draw_strong_bottom_border = unfreeze_rows_actual;
|
||||
if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
|
||||
if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
|
||||
{
|
||||
// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
|
||||
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
|
||||
@@ -1882,13 +1973,14 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
cell_bg_rect.ClipWith(table->BgClipRect);
|
||||
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
|
||||
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
|
||||
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
|
||||
if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
|
||||
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw top border
|
||||
if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
|
||||
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);
|
||||
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
|
||||
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
|
||||
|
||||
// Draw bottom border at the row unfreezing mark (always strong)
|
||||
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
|
||||
@@ -1906,7 +1998,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
||||
table->IsUnfrozenRows = true;
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
@@ -2092,6 +2184,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
|
||||
// - TableSetColumnWidthAutoAll() [Internal]
|
||||
// - TableUpdateColumnsWeightFromWidth() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
// Note that actual columns widths are computed in TableUpdateLayout().
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
|
||||
float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
|
||||
@@ -2284,6 +2378,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
|
||||
// - TablePopBackgroundChannel() [Internal]
|
||||
// - TableSetupDrawChannels() [Internal]
|
||||
// - TableMergeDrawChannels() [Internal]
|
||||
// - TableGetColumnBorderCol() [Internal]
|
||||
// - TableDrawBorders() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
@@ -2567,6 +2662,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
}
|
||||
}
|
||||
|
||||
static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
|
||||
{
|
||||
const bool is_hovered = (table->HoveredColumnBorder == column_n);
|
||||
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
|
||||
const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
|
||||
if (is_resized || is_hovered)
|
||||
return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
|
||||
if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
|
||||
return table->BorderColorStrong;
|
||||
return table->BorderColorLight;
|
||||
}
|
||||
|
||||
// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
|
||||
void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
{
|
||||
@@ -2581,9 +2688,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
// Draw inner border and resizing feedback
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
const float border_size = TABLE_BORDER_SIZE;
|
||||
const float draw_y1 = table->InnerRect.Min.y;
|
||||
const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
|
||||
const float draw_y2_body = table->InnerRect.Max.y;
|
||||
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
|
||||
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
|
||||
if (table->Flags & ImGuiTableFlags_BordersInnerV)
|
||||
{
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
@@ -2609,21 +2716,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
|
||||
// Draw in outer window so right-most column won't be clipped
|
||||
// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
|
||||
ImU32 col;
|
||||
float draw_y2;
|
||||
if (is_hovered || is_resized || is_frozen_separator)
|
||||
{
|
||||
draw_y2 = draw_y2_body;
|
||||
col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;
|
||||
col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
}
|
||||
|
||||
float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
|
||||
if (draw_y2 > draw_y1)
|
||||
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
|
||||
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2640,7 +2735,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
const ImU32 outer_col = table->BorderColorStrong;
|
||||
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
|
||||
{
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
|
||||
}
|
||||
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
|
||||
{
|
||||
@@ -2655,7 +2750,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
}
|
||||
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
|
||||
{
|
||||
// Draw bottom-most row border
|
||||
// Draw bottom-most row border between it is above outer border.
|
||||
const float border_y = table->RowPosY2;
|
||||
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
|
||||
inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
|
||||
@@ -2841,6 +2936,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Write output
|
||||
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
|
||||
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
|
||||
if (dirty && sort_specs != NULL)
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
@@ -2864,8 +2960,11 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
// [SECTION] Tables: Headers
|
||||
//-------------------------------------------------------------------------
|
||||
// - TableGetHeaderRowHeight() [Internal]
|
||||
// - TableGetHeaderAngledMaxLabelWidth() [Internal]
|
||||
// - TableHeadersRow()
|
||||
// - TableHeader()
|
||||
// - TableAngledHeadersRow()
|
||||
// - TableAngledHeadersRowEx() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
float ImGui::TableGetHeaderRowHeight()
|
||||
@@ -2874,21 +2973,31 @@ float ImGui::TableGetHeaderRowHeight()
|
||||
// Calculate row height, for the unlikely case that some labels may be taller than others.
|
||||
// If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
|
||||
// In your custom header row you may omit this all together and just call TableNextRow() without a height...
|
||||
float row_height = GetTextLineHeight();
|
||||
int columns_count = TableGetColumnCount();
|
||||
for (int column_n = 0; column_n < columns_count; column_n++)
|
||||
{
|
||||
ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n);
|
||||
if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel))
|
||||
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
|
||||
}
|
||||
row_height += GetStyle().CellPadding.y * 2.0f;
|
||||
return row_height;
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
float row_height = g.FontSize;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
|
||||
if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
|
||||
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
|
||||
return row_height + g.Style.CellPadding.y * 2.0f;
|
||||
}
|
||||
|
||||
float ImGui::TableGetHeaderAngledMaxLabelWidth()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
float width = 0.0f;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
|
||||
if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
|
||||
width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
|
||||
return width + g.Style.CellPadding.y * 2.0f; // Swap padding
|
||||
}
|
||||
|
||||
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
|
||||
// The intent is that advanced users willing to create customized headers would not need to use this helper
|
||||
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
|
||||
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
|
||||
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
|
||||
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
|
||||
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
|
||||
@@ -2903,9 +3012,9 @@ void ImGui::TableHeadersRow()
|
||||
TableUpdateLayout(table);
|
||||
|
||||
// Open row
|
||||
const float row_y1 = GetCursorScreenPos().y;
|
||||
const float row_height = TableGetHeaderRowHeight();
|
||||
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
|
||||
const float row_y1 = GetCursorScreenPos().y;
|
||||
if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
|
||||
return;
|
||||
|
||||
@@ -2927,7 +3036,7 @@ void ImGui::TableHeadersRow()
|
||||
ImVec2 mouse_pos = ImGui::GetMousePos();
|
||||
if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
|
||||
if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
|
||||
TableOpenContextMenu(-1); // Will open a non-column-specific popup.
|
||||
TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
|
||||
}
|
||||
|
||||
// Emit a column header (text + optional sort order)
|
||||
@@ -2961,11 +3070,14 @@ void ImGui::TableHeader(const char* label)
|
||||
// Calculate ideal size for sort order arrow
|
||||
float w_arrow = 0.0f;
|
||||
float w_sort_text = 0.0f;
|
||||
bool sort_arrow = false;
|
||||
char sort_order_suf[4] = "";
|
||||
const float ARROW_SCALE = 0.65f;
|
||||
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
|
||||
{
|
||||
w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
if (column->SortOrder != -1)
|
||||
sort_arrow = true;
|
||||
if (column->SortOrder > 0)
|
||||
{
|
||||
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
|
||||
@@ -2973,13 +3085,12 @@ void ImGui::TableHeader(const char* label)
|
||||
}
|
||||
}
|
||||
|
||||
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
|
||||
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
|
||||
float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
|
||||
column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);
|
||||
column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
|
||||
column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
|
||||
|
||||
// Keep header highlighted when context menu is open.
|
||||
const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
|
||||
ImGuiID id = window->GetID(label);
|
||||
ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
|
||||
ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
|
||||
@@ -2990,9 +3101,10 @@ void ImGui::TableHeader(const char* label)
|
||||
//GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
|
||||
|
||||
// Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
|
||||
const bool highlight = (table->HighlightColumnHeader == column_n);
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
|
||||
if (held || hovered || selected)
|
||||
if (held || hovered || highlight)
|
||||
{
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
//RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
||||
@@ -3004,7 +3116,7 @@ void ImGui::TableHeader(const char* label)
|
||||
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
|
||||
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
|
||||
}
|
||||
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
|
||||
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
|
||||
if (held)
|
||||
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
|
||||
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
|
||||
@@ -3070,11 +3182,182 @@ void ImGui::TableHeader(const char* label)
|
||||
TableOpenContextMenu(column_n);
|
||||
}
|
||||
|
||||
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
|
||||
// FIXME: No hit-testing/button on the angled header.
|
||||
void ImGui::TableAngledHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
temp_data->AngledHeadersRequests.resize(0);
|
||||
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
|
||||
|
||||
// Which column needs highlight?
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
|
||||
// Build up request
|
||||
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
|
||||
ImU32 col_text = GetColorU32(ImGuiCol_Text);
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
{
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
|
||||
temp_data->AngledHeadersRequests.push_back(request);
|
||||
}
|
||||
|
||||
// Render row
|
||||
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
|
||||
}
|
||||
|
||||
// Important: data must be fed left to right
|
||||
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImDrawList* draw_list = window->DrawList;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
|
||||
|
||||
if (max_label_width == 0.0f)
|
||||
max_label_width = TableGetHeaderAngledMaxLabelWidth();
|
||||
|
||||
// Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
|
||||
const bool flip_label = (angle < 0.0f);
|
||||
angle -= IM_PI * 0.5f;
|
||||
const float cos_a = ImCos(angle);
|
||||
const float sin_a = ImSin(angle);
|
||||
const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
|
||||
const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
|
||||
const ImVec2 unit_right = ImVec2(cos_a, sin_a);
|
||||
|
||||
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
|
||||
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
|
||||
const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
|
||||
const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
|
||||
table->AngledHeadersHeight = row_height;
|
||||
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
|
||||
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
|
||||
|
||||
// Declare row, override and draw our own background
|
||||
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
|
||||
TableNextColumn();
|
||||
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
|
||||
table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
|
||||
float clip_rect_min_x = table->BgClipRect.Min.x;
|
||||
if (table->FreezeColumnsCount > 0)
|
||||
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
|
||||
TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
|
||||
PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
|
||||
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
|
||||
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
|
||||
|
||||
ButtonBehavior(row_r, row_id, NULL, NULL);
|
||||
KeepAliveID(row_id);
|
||||
|
||||
const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
|
||||
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
|
||||
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
|
||||
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
|
||||
|
||||
// Draw background and labels in first pass, then all borders.
|
||||
float max_x = 0.0f;
|
||||
for (int pass = 0; pass < 2; pass++)
|
||||
for (int order_n = 0; order_n < data_count; order_n++)
|
||||
{
|
||||
const ImGuiTableHeaderData* request = &data[order_n];
|
||||
const int column_n = request->Index;
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
|
||||
ImVec2 bg_shape[4];
|
||||
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
|
||||
bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
|
||||
bg_shape[2] = bg_shape[1] + header_angled_vector;
|
||||
bg_shape[3] = bg_shape[0] + header_angled_vector;
|
||||
if (pass == 0)
|
||||
{
|
||||
// Draw shape
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
|
||||
max_x = ImMax(max_x, bg_shape[3].x);
|
||||
|
||||
// Draw label
|
||||
// - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
|
||||
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
|
||||
const char* label_name = TableGetColumnName(table, column_n);
|
||||
const char* label_name_end = FindRenderedTextEnd(label_name);
|
||||
const float line_off_step_x = (g.FontSize / -sin_a);
|
||||
const int label_lines = ImTextCountLines(label_name, label_name_end);
|
||||
|
||||
// Left<>Right alignment
|
||||
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
|
||||
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
|
||||
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
|
||||
|
||||
// Register header width
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
|
||||
|
||||
while (label_name < label_name_end)
|
||||
{
|
||||
const char* label_name_eol = strchr(label_name, '\n');
|
||||
if (label_name_eol == NULL)
|
||||
label_name_eol = label_name_end;
|
||||
|
||||
// FIXME: Individual line clipping for right-most column is broken for negative angles.
|
||||
ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
|
||||
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
|
||||
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
|
||||
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
|
||||
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
|
||||
PushStyleColor(ImGuiCol_Text, request->TextColor);
|
||||
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
|
||||
PopStyleColor();
|
||||
int vtx_idx_end = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Up<>Down alignment
|
||||
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
|
||||
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
|
||||
|
||||
// Rotate and offset label
|
||||
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
|
||||
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
|
||||
line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
|
||||
pivot_out += unit_right * padding.y;
|
||||
if (flip_label)
|
||||
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
|
||||
pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
|
||||
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
|
||||
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
|
||||
|
||||
label_name = label_name_eol + 1;
|
||||
}
|
||||
}
|
||||
if (pass == 1)
|
||||
{
|
||||
// Draw border
|
||||
draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
|
||||
}
|
||||
}
|
||||
PopClipRect();
|
||||
PopClipRect();
|
||||
table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Tables: Context Menu
|
||||
//-------------------------------------------------------------------------
|
||||
// - TableOpenContextMenu() [Internal]
|
||||
// - TableDrawContextMenu() [Internal]
|
||||
// - TableBeginContextMenuPopup() [Internal]
|
||||
// - TableDrawDefaultContextMenu() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Use -1 to open menu not specific to a given column.
|
||||
@@ -3110,7 +3393,13 @@ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
|
||||
|
||||
// Output context menu into current window (generally a popup)
|
||||
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
|
||||
void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
|
||||
// - ImGuiTableFlags_Resizable -> display Sizing menu items
|
||||
// - ImGuiTableFlags_Reorderable -> display "Reset Order"
|
||||
////- ImGuiTableFlags_Sortable -> display sorting options (disabled)
|
||||
// - ImGuiTableFlags_Hideable -> display columns visibility menu items
|
||||
// It means if you have a custom context menus you can call this section and omit some sections, and add your own.
|
||||
void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@@ -3122,7 +3411,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
|
||||
|
||||
// Sizing
|
||||
if (table->Flags & ImGuiTableFlags_Resizable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
|
||||
{
|
||||
if (column != NULL)
|
||||
{
|
||||
@@ -3142,7 +3431,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Ordering
|
||||
if (table->Flags & ImGuiTableFlags_Reorderable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
|
||||
{
|
||||
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
@@ -3156,7 +3445,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
// Sorting
|
||||
// (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
|
||||
#if 0
|
||||
if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
|
||||
if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
|
||||
{
|
||||
if (want_separator)
|
||||
Separator();
|
||||
@@ -3171,7 +3460,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
#endif
|
||||
|
||||
// Hiding / Visibility
|
||||
if (table->Flags & ImGuiTableFlags_Hideable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
|
||||
{
|
||||
if (want_separator)
|
||||
Separator();
|
||||
@@ -3607,7 +3896,8 @@ static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_poli
|
||||
|
||||
void ImGui::DebugNodeTable(ImGuiTable* table)
|
||||
{
|
||||
const bool is_active = (table->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
|
||||
ImGuiContext& g = *GImGui;
|
||||
const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
|
||||
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
|
||||
bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
|
||||
if (!is_active) { PopStyleColor(); }
|
||||
@@ -3619,6 +3909,13 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
|
||||
return;
|
||||
if (table->InstanceCurrent > 0)
|
||||
Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
|
||||
if (g.IO.ConfigDebugIsDebuggerPresent)
|
||||
{
|
||||
if (DebugBreakButton("**DebugBreak**", "in BeginTable()"))
|
||||
g.DebugBreakInTable = table->ID;
|
||||
SameLine();
|
||||
}
|
||||
|
||||
bool clear_settings = SmallButton("Clear settings");
|
||||
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
|
||||
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
|
||||
@@ -3755,7 +4052,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
|
||||
return offset / (columns->OffMaxX - columns->OffMinX);
|
||||
}
|
||||
|
||||
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
|
||||
static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
|
||||
|
||||
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
{
|
||||
@@ -3766,7 +4063,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
|
||||
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
|
||||
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
|
||||
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
|
||||
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
|
||||
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
|
||||
@@ -3939,7 +4236,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
// Set state for first column
|
||||
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
|
||||
const float column_padding = g.Style.ItemSpacing.x;
|
||||
const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
|
||||
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
@@ -3986,7 +4283,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
|
||||
}
|
||||
@@ -4002,7 +4299,7 @@ void ImGui::NextColumn()
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
@@ -4034,7 +4331,7 @@ void ImGui::NextColumn()
|
||||
window->DC.IsSameLine = false;
|
||||
columns->LineMinY = columns->LineMaxY;
|
||||
}
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.y = columns->LineMinY;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = 0.0f;
|
||||
@@ -4081,7 +4378,7 @@ void ImGui::EndColumns()
|
||||
ImGuiOldColumnData* column = &columns->Columns[n];
|
||||
float x = window->Pos.x + GetColumnOffset(n);
|
||||
const ImGuiID column_id = columns->ID + ImGuiID(n);
|
||||
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
|
||||
const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
|
||||
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
|
||||
continue;
|
||||
@@ -4098,7 +4395,7 @@ void ImGui::EndColumns()
|
||||
|
||||
// Draw column
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
||||
const float xi = IM_FLOOR(x);
|
||||
const float xi = IM_TRUNC(x);
|
||||
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
||||
}
|
||||
|
||||
@@ -4119,7 +4416,7 @@ void ImGui::EndColumns()
|
||||
window->ParentWorkRect = columns->HostBackupParentWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
150
imstb_textedit.h
150
imstb_textedit.h
@@ -2,8 +2,9 @@
|
||||
// This is a slightly modified version of stb_textedit.h 1.14.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
|
||||
|
||||
// stb_textedit.h - v1.14 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
@@ -30,7 +31,7 @@
|
||||
// DEPENDENCIES
|
||||
//
|
||||
// Uses the C runtime function 'memmove', which you can override
|
||||
// by defining STB_TEXTEDIT_memmove before the implementation.
|
||||
// by defining IMSTB_TEXTEDIT_memmove before the implementation.
|
||||
// Uses no other functions. Performs no runtime allocations.
|
||||
//
|
||||
//
|
||||
@@ -40,7 +41,7 @@
|
||||
// 1.13 (2019-02-07) fix bug in undo size management
|
||||
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
|
||||
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
|
||||
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
|
||||
// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
|
||||
// 1.9 (2016-08-27) customizable move-by-word
|
||||
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
|
||||
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
|
||||
@@ -274,8 +275,8 @@
|
||||
////
|
||||
////
|
||||
|
||||
#ifndef INCLUDE_STB_TEXTEDIT_H
|
||||
#define INCLUDE_STB_TEXTEDIT_H
|
||||
#ifndef INCLUDE_IMSTB_TEXTEDIT_H
|
||||
#define INCLUDE_IMSTB_TEXTEDIT_H
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@@ -286,33 +287,33 @@
|
||||
// and undo state.
|
||||
//
|
||||
|
||||
#ifndef STB_TEXTEDIT_UNDOSTATECOUNT
|
||||
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
|
||||
#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT
|
||||
#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99
|
||||
#endif
|
||||
#ifndef STB_TEXTEDIT_UNDOCHARCOUNT
|
||||
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
|
||||
#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT
|
||||
#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999
|
||||
#endif
|
||||
#ifndef STB_TEXTEDIT_CHARTYPE
|
||||
#define STB_TEXTEDIT_CHARTYPE int
|
||||
#ifndef IMSTB_TEXTEDIT_CHARTYPE
|
||||
#define IMSTB_TEXTEDIT_CHARTYPE int
|
||||
#endif
|
||||
#ifndef STB_TEXTEDIT_POSITIONTYPE
|
||||
#define STB_TEXTEDIT_POSITIONTYPE int
|
||||
#ifndef IMSTB_TEXTEDIT_POSITIONTYPE
|
||||
#define IMSTB_TEXTEDIT_POSITIONTYPE int
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
// private data
|
||||
STB_TEXTEDIT_POSITIONTYPE where;
|
||||
STB_TEXTEDIT_POSITIONTYPE insert_length;
|
||||
STB_TEXTEDIT_POSITIONTYPE delete_length;
|
||||
IMSTB_TEXTEDIT_POSITIONTYPE where;
|
||||
IMSTB_TEXTEDIT_POSITIONTYPE insert_length;
|
||||
IMSTB_TEXTEDIT_POSITIONTYPE delete_length;
|
||||
int char_storage;
|
||||
} StbUndoRecord;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
// private data
|
||||
StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];
|
||||
STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
|
||||
StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT];
|
||||
IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT];
|
||||
short undo_point, redo_point;
|
||||
int undo_char_point, redo_char_point;
|
||||
} StbUndoState;
|
||||
@@ -371,7 +372,7 @@ typedef struct
|
||||
float ymin,ymax; // height of row above and below baseline
|
||||
int num_chars;
|
||||
} StbTexteditRow;
|
||||
#endif //INCLUDE_STB_TEXTEDIT_H
|
||||
#endif //INCLUDE_IMSTB_TEXTEDIT_H
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
@@ -384,11 +385,11 @@ typedef struct
|
||||
|
||||
// implementation isn't include-guarded, since it might have indirectly
|
||||
// included just the "header" portion
|
||||
#ifdef STB_TEXTEDIT_IMPLEMENTATION
|
||||
#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION
|
||||
|
||||
#ifndef STB_TEXTEDIT_memmove
|
||||
#ifndef IMSTB_TEXTEDIT_memmove
|
||||
#include <string.h>
|
||||
#define STB_TEXTEDIT_memmove memmove
|
||||
#define IMSTB_TEXTEDIT_memmove memmove
|
||||
#endif
|
||||
|
||||
|
||||
@@ -398,7 +399,7 @@ typedef struct
|
||||
//
|
||||
|
||||
// traverse the layout to locate the nearest character to a display position
|
||||
static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
|
||||
static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
|
||||
{
|
||||
StbTexteditRow r;
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
@@ -458,7 +459,7 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
|
||||
}
|
||||
|
||||
// API click: on mouse down, move the cursor to the clicked location, and reset the selection
|
||||
static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
|
||||
static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
|
||||
{
|
||||
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
|
||||
// goes off the top or bottom of the text
|
||||
@@ -476,7 +477,7 @@ static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat
|
||||
}
|
||||
|
||||
// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
|
||||
static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
|
||||
static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
|
||||
{
|
||||
int p = 0;
|
||||
|
||||
@@ -502,11 +503,11 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state
|
||||
//
|
||||
|
||||
// forward declarations
|
||||
static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
|
||||
static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
|
||||
static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
|
||||
static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
|
||||
static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
|
||||
static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
|
||||
static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
|
||||
static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
|
||||
static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
|
||||
|
||||
typedef struct
|
||||
{
|
||||
@@ -518,7 +519,7 @@ typedef struct
|
||||
|
||||
// find the x/y location of a character, and remember info about the previous row in
|
||||
// case we get a move-up event (for page up, we'll have to rescan)
|
||||
static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)
|
||||
static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line)
|
||||
{
|
||||
StbTexteditRow r;
|
||||
int prev_start = 0;
|
||||
@@ -549,7 +550,10 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
||||
i += r.num_chars;
|
||||
find->y += r.baseline_y_delta;
|
||||
if (i == z) // [DEAR IMGUI]
|
||||
{
|
||||
r.num_chars = 0; // [DEAR IMGUI]
|
||||
break; // [DEAR IMGUI]
|
||||
}
|
||||
}
|
||||
|
||||
find->first_char = first = i;
|
||||
@@ -566,7 +570,7 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
||||
#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end)
|
||||
|
||||
// make the selection/cursor state valid if client altered the string
|
||||
static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
@@ -580,7 +584,7 @@ static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat
|
||||
}
|
||||
|
||||
// delete characters while updating undo
|
||||
static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
|
||||
static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
|
||||
{
|
||||
stb_text_makeundo_delete(str, state, where, len);
|
||||
STB_TEXTEDIT_DELETECHARS(str, where, len);
|
||||
@@ -588,7 +592,7 @@ static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *sta
|
||||
}
|
||||
|
||||
// delete the section
|
||||
static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
stb_textedit_clamp(str, state);
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
@@ -625,7 +629,7 @@ static void stb_textedit_move_to_first(STB_TexteditState *state)
|
||||
}
|
||||
|
||||
// move cursor to last character of selection
|
||||
static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
stb_textedit_sortselection(state);
|
||||
@@ -637,13 +641,13 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_IS_SPACE
|
||||
static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
|
||||
static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
|
||||
{
|
||||
return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
|
||||
}
|
||||
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDLEFT
|
||||
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
|
||||
static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
|
||||
{
|
||||
--c; // always move at least one character
|
||||
while( c >= 0 && !is_word_boundary( str, c ) )
|
||||
@@ -658,7 +662,7 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
|
||||
#endif
|
||||
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
|
||||
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
|
||||
static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
|
||||
{
|
||||
const int len = STB_TEXTEDIT_STRINGLEN(str);
|
||||
++c; // always move at least one character
|
||||
@@ -685,7 +689,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
|
||||
}
|
||||
|
||||
// API cut: delete selection
|
||||
static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
@@ -696,7 +700,7 @@ static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
}
|
||||
|
||||
// API paste: replace existing selection with passed-in text
|
||||
static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
|
||||
static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len)
|
||||
{
|
||||
// if there's a selection, the paste should delete it
|
||||
stb_textedit_clamp(str, state);
|
||||
@@ -717,14 +721,14 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
|
||||
#endif
|
||||
|
||||
// API key: process a keyboard input
|
||||
static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
|
||||
static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
|
||||
{
|
||||
retry:
|
||||
switch (key) {
|
||||
default: {
|
||||
int c = STB_TEXTEDIT_KEYTOTEXT(key);
|
||||
if (c > 0) {
|
||||
STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;
|
||||
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c;
|
||||
|
||||
// can't add newline in single-line mode
|
||||
if (c == '\n' && state->single_line)
|
||||
@@ -889,8 +893,8 @@ retry:
|
||||
x = row.x0;
|
||||
for (i=0; i < row.num_chars; ++i) {
|
||||
float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
|
||||
#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
|
||||
if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
|
||||
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
|
||||
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
|
||||
break;
|
||||
#endif
|
||||
x += dx;
|
||||
@@ -951,8 +955,8 @@ retry:
|
||||
x = row.x0;
|
||||
for (i=0; i < row.num_chars; ++i) {
|
||||
float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
|
||||
#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
|
||||
if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
|
||||
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
|
||||
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
|
||||
break;
|
||||
#endif
|
||||
x += dx;
|
||||
@@ -1109,8 +1113,8 @@ retry:
|
||||
|
||||
static void stb_textedit_flush_redo(StbUndoState *state)
|
||||
{
|
||||
state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
|
||||
state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
|
||||
state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
|
||||
state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
|
||||
}
|
||||
|
||||
// discard the oldest entry in the undo list
|
||||
@@ -1122,13 +1126,13 @@ static void stb_textedit_discard_undo(StbUndoState *state)
|
||||
int n = state->undo_rec[0].insert_length, i;
|
||||
// delete n characters from all other records
|
||||
state->undo_char_point -= n;
|
||||
STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
|
||||
for (i=0; i < state->undo_point; ++i)
|
||||
if (state->undo_rec[i].char_storage >= 0)
|
||||
state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it
|
||||
}
|
||||
--state->undo_point;
|
||||
STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
|
||||
IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1138,7 +1142,7 @@ static void stb_textedit_discard_undo(StbUndoState *state)
|
||||
// fill up even though the undo buffer didn't
|
||||
static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
{
|
||||
int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;
|
||||
int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1;
|
||||
|
||||
if (state->redo_point <= k) {
|
||||
// if the k'th undo state has characters, clean those up
|
||||
@@ -1146,7 +1150,7 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
int n = state->undo_rec[k].insert_length, i;
|
||||
// move the remaining redo character data to the end of the buffer
|
||||
state->redo_char_point += n;
|
||||
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
|
||||
// adjust the position of all the other records to account for above memmove
|
||||
for (i=state->redo_point; i < k; ++i)
|
||||
if (state->undo_rec[i].char_storage >= 0)
|
||||
@@ -1154,12 +1158,12 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
}
|
||||
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
|
||||
// [DEAR IMGUI]
|
||||
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
|
||||
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
|
||||
IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
|
||||
|
||||
// now move redo_point to point to the new one
|
||||
++state->redo_point;
|
||||
@@ -1173,32 +1177,32 @@ static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numch
|
||||
|
||||
// if we have no free records, we have to make room, by sliding the
|
||||
// existing records down
|
||||
if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
stb_textedit_discard_undo(state);
|
||||
|
||||
// if the characters to store won't possibly fit in the buffer, we can't undo
|
||||
if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {
|
||||
if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
|
||||
state->undo_point = 0;
|
||||
state->undo_char_point = 0;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// if we don't have enough free characters in the buffer, we have to make room
|
||||
while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)
|
||||
while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT)
|
||||
stb_textedit_discard_undo(state);
|
||||
|
||||
return &state->undo_rec[state->undo_point++];
|
||||
}
|
||||
|
||||
static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
|
||||
static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
|
||||
{
|
||||
StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
|
||||
if (r == NULL)
|
||||
return NULL;
|
||||
|
||||
r->where = pos;
|
||||
r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len;
|
||||
r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len;
|
||||
r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len;
|
||||
r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len;
|
||||
|
||||
if (insert_len == 0) {
|
||||
r->char_storage = -1;
|
||||
@@ -1210,7 +1214,7 @@ static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos,
|
||||
}
|
||||
}
|
||||
|
||||
static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
StbUndoState *s = &state->undostate;
|
||||
StbUndoRecord u, *r;
|
||||
@@ -1237,7 +1241,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
// characters stored for *undoing* don't leave room for redo
|
||||
// if the last is true, we have to bail
|
||||
|
||||
if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {
|
||||
if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
|
||||
// the undo records take up too much character space; there's no space to store the redo characters
|
||||
r->insert_length = 0;
|
||||
} else {
|
||||
@@ -1246,7 +1250,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
// there's definitely room to store the characters eventually
|
||||
while (s->undo_char_point + u.delete_length > s->redo_char_point) {
|
||||
// should never happen:
|
||||
if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
return;
|
||||
// there's currently not enough room, so discard a redo record
|
||||
stb_textedit_discard_redo(s);
|
||||
@@ -1278,11 +1282,11 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
s->redo_point--;
|
||||
}
|
||||
|
||||
static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
StbUndoState *s = &state->undostate;
|
||||
StbUndoRecord *u, r;
|
||||
if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
|
||||
return;
|
||||
|
||||
// we need to do two things: apply the redo record, and create an undo record
|
||||
@@ -1334,20 +1338,20 @@ static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int le
|
||||
stb_text_createundo(&state->undostate, where, 0, length);
|
||||
}
|
||||
|
||||
static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
|
||||
static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
|
||||
{
|
||||
int i;
|
||||
STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
|
||||
IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
|
||||
if (p) {
|
||||
for (i=0; i < length; ++i)
|
||||
p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
|
||||
}
|
||||
}
|
||||
|
||||
static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
|
||||
static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
|
||||
{
|
||||
int i;
|
||||
STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
|
||||
IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
|
||||
if (p) {
|
||||
for (i=0; i < old_length; ++i)
|
||||
p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
|
||||
@@ -1359,8 +1363,8 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
|
||||
{
|
||||
state->undostate.undo_point = 0;
|
||||
state->undostate.undo_char_point = 0;
|
||||
state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
|
||||
state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
|
||||
state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
|
||||
state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
|
||||
state->select_end = state->select_start = 0;
|
||||
state->cursor = 0;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -1383,16 +1387,16 @@ static void stb_textedit_initialize_state(STB_TexteditState *state, int is_singl
|
||||
#pragma GCC diagnostic ignored "-Wcast-qual"
|
||||
#endif
|
||||
|
||||
static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)
|
||||
static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len)
|
||||
{
|
||||
return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);
|
||||
return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len);
|
||||
}
|
||||
|
||||
#if defined(__GNUC__) || defined(__clang__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif//STB_TEXTEDIT_IMPLEMENTATION
|
||||
#endif//IMSTB_TEXTEDIT_IMPLEMENTATION
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
@@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
|
||||
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
|
||||
// If skip != 0, this tells stb_truetype to skip any codepoints for which
|
||||
// there is no corresponding glyph. If skip=0, which is the default, then
|
||||
// codepoints without a glyph recived the font's "missing character" glyph,
|
||||
// codepoints without a glyph received the font's "missing character" glyph,
|
||||
// typically an empty box by convention.
|
||||
|
||||
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
|
||||
|
||||
@@ -6,11 +6,12 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
|
||||
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
|
||||
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
|
||||
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
|
||||
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
|
||||
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
|
||||
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
|
||||
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
|
||||
@@ -63,8 +64,10 @@
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#ifndef __clang__
|
||||
#pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Data
|
||||
@@ -164,6 +167,8 @@ namespace
|
||||
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
|
||||
FT_Int32 LoadFlags;
|
||||
FT_Render_Mode RenderMode;
|
||||
float RasterizationDensity;
|
||||
float InvRasterizationDensity;
|
||||
};
|
||||
|
||||
// From SDL_ttf: Handy routines for converting from fixed point
|
||||
@@ -206,6 +211,9 @@ namespace
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
|
||||
LoadFlags |= FT_LOAD_COLOR;
|
||||
|
||||
RasterizationDensity = cfg.RasterizerDensity;
|
||||
InvRasterizationDensity = 1.0f / RasterizationDensity;
|
||||
|
||||
memset(&Info, 0, sizeof(Info));
|
||||
SetPixelHeight((uint32_t)cfg.SizePixels);
|
||||
|
||||
@@ -229,19 +237,19 @@ namespace
|
||||
FT_Size_RequestRec req;
|
||||
req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;
|
||||
req.width = 0;
|
||||
req.height = (uint32_t)pixel_height * 64;
|
||||
req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity);
|
||||
req.horiResolution = 0;
|
||||
req.vertResolution = 0;
|
||||
FT_Request_Size(Face, &req);
|
||||
|
||||
// Update font info
|
||||
FT_Size_Metrics metrics = Face->size->metrics;
|
||||
Info.PixelHeight = (uint32_t)pixel_height;
|
||||
Info.Ascender = (float)FT_CEIL(metrics.ascender);
|
||||
Info.Descender = (float)FT_CEIL(metrics.descender);
|
||||
Info.LineSpacing = (float)FT_CEIL(metrics.height);
|
||||
Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender);
|
||||
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);
|
||||
Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity);
|
||||
Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity;
|
||||
Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity;
|
||||
Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity;
|
||||
Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity;
|
||||
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity;
|
||||
}
|
||||
|
||||
const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
|
||||
@@ -429,7 +437,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
|
||||
ImFontAtlasBuildInit(atlas);
|
||||
|
||||
// Clear atlas
|
||||
atlas->TexID = (ImTextureID)nullptr;
|
||||
atlas->TexID = 0;
|
||||
atlas->TexWidth = atlas->TexHeight = 0;
|
||||
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
|
||||
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
@@ -693,15 +701,15 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
|
||||
const int ty = pack_rect.y + padding;
|
||||
|
||||
// Register glyph
|
||||
float x0 = info.OffsetX + font_off_x;
|
||||
float y0 = info.OffsetY + font_off_y;
|
||||
float x1 = x0 + info.Width;
|
||||
float y1 = y0 + info.Height;
|
||||
float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x;
|
||||
float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y;
|
||||
float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity;
|
||||
float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity;
|
||||
float u0 = (tx) / (float)atlas->TexWidth;
|
||||
float v0 = (ty) / (float)atlas->TexHeight;
|
||||
float u1 = (tx + info.Width) / (float)atlas->TexWidth;
|
||||
float v1 = (ty + info.Height) / (float)atlas->TexHeight;
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX);
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
|
||||
|
||||
ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();
|
||||
IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);
|
||||
@@ -840,7 +848,7 @@ static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state)
|
||||
|
||||
static void ImGuiLunasvgPortFree(FT_Pointer* _state)
|
||||
{
|
||||
IM_DELETE(*_state);
|
||||
IM_DELETE(*(LunasvgPortState**)_state);
|
||||
}
|
||||
|
||||
static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state)
|
||||
|
||||
@@ -43,9 +43,8 @@ namespace ImGuiFreeType
|
||||
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr);
|
||||
|
||||
// Obsolete names (will be removed soon)
|
||||
// Prefer using '#define IMGUI_ENABLE_FREETYPE'
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); }
|
||||
//static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE'
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user