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742 Commits

Author SHA1 Message Date
ocornut
bc77cccd31 Merge branch 'master' into docking 2024-09-19 14:52:43 +02:00
ocornut
a9f72ab681 Version 1.91.2 2024-09-19 14:47:13 +02:00
ocornut
42272505c9 Backends: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) 2024-09-19 14:25:01 +02:00
ocornut
cfae5ac71b Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)
Backends: Win32: Refactor ImGui_ImplWin32_KeyEventToImGuiKey() logic.
Ref #7672
2024-09-19 14:10:00 +02:00
ocornut
ae8688974b Merge branch 'master' into docking 2024-09-17 21:08:03 +02:00
ocornut
f7ba645398 InputText: fixed not filling callback's SelectionEnd. (#7925)
Broken by abd07f6
2024-09-17 21:07:15 +02:00
ocornut
e648dbb59d Tables: fixed auto-width columns when using synced-instances of same table. (#7218)
Amend d3c3514a5
2024-09-17 20:34:54 +02:00
ocornut
6aade6912a Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. 2024-09-17 18:52:12 +02:00
ocornut
dad9f45e3e Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369) 2024-09-17 18:27:31 +02:00
ocornut
71714eab53 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) 2024-09-17 18:09:02 +02:00
ocornut
11fba027e5 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) 2024-09-17 16:36:19 +02:00
RT2
1ab1e3c656 Backends: SDL3: rework implementation of ImGuiViewportFlags_NoTaskBarIcon. (#7989) 2024-09-17 16:07:42 +02:00
ocornut
6ce26ef11d AddFont: added assert to better detect uninitialized struct. (#7993) 2024-09-17 12:25:21 +02:00
ocornut
08b1496b7e Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2024-09-16 17:25:57 +02:00
ocornut
8ba7efb738 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 2024-09-16 17:23:33 +02:00
Aaron C Gaudette
1ac162f2b0 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523) 2024-09-16 16:26:13 +02:00
ocornut
4925695ae8 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925) 2024-09-16 14:52:42 +02:00
ocornut
7ac50bf77d InputText: more tidying up of selection search loop. 2024-09-16 14:42:58 +02:00
ocornut
aef07aea27 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode) 2024-09-16 14:36:25 +02:00
ocornut
b53d91a4c4 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925) 2024-09-16 14:15:43 +02:00
ocornut
44a74509af Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() on windows created by application (typically main viewport). 2024-09-16 13:56:25 +02:00
ocornut
510b6adc9b CI: disable month-long PVS Studio warning about expiring licence. 2024-09-16 12:09:14 +02:00
ocornut
8040c02b32 Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (#7985)
Amend 967073ba3
2024-09-16 12:05:25 +02:00
ocornut
dab63231d8 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. 2024-09-16 11:19:05 +02:00
ocornut
8326dabe5e Merge branch 'master' into docking 2024-09-12 23:19:26 +02:00
ocornut
4d00bf8add MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
See "widgets_multiselect_boxselect_2" test.
2024-09-12 23:13:32 +02:00
Yan Pujante
6dcb7be35f CI: amend build tests for emscripten (#7965)
+ Backends: GLFW: minor preemptive fix.
2024-09-12 20:23:01 +02:00
Yan Pujante
ac2ad79812 Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) 2024-09-12 19:50:50 +02:00
RT2
484764860d Backends: SDL3: added support for viewport->ParentViewportId field to support parenting windows at OS level. (#7973) 2024-09-12 19:35:31 +02:00
David Briscoe
52a6ab44b1 Doc: Fix typo. (#7974) 2024-09-12 19:24:37 +02:00
ocornut
dc6346b763 Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976)
Amend 0f63d3e9
2024-09-12 19:22:09 +02:00
ocornut
8807b01b28 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925) 2024-09-11 14:46:29 +02:00
ocornut
19accb14a9 InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925)
Refer to imgui_test_suite for tests.
2024-09-11 14:46:29 +02:00
ocornut
3d1e593b5b InputText: amends: fixed next/prev word implementation. (#7925)
+ replace IMSTB_TEXTEDIT_GETPREVCHARINDEX code with ImTextFindPreviousUtf8Codepoint().
2024-09-11 14:46:29 +02:00
ocornut
e240bc151a InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925) 2024-09-11 14:46:29 +02:00
ocornut
1674fe96ff InputText: amends: add stb_textedit_text() api. (#7925)
It seems sensible to push this change in stb_textedit repo eventually.
2024-09-11 14:46:29 +02:00
ocornut
d1b7817959 InputText: amends: renames, coding style. (#7925) 2024-09-11 14:46:29 +02:00
alektron
abd07f6d30 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925)
WIP (requires subsequent commits for fixes)
2024-09-11 14:46:29 +02:00
ocornut
68aa9a86ec Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
2024-09-10 16:29:14 +02:00
ocornut
67cd4ead65 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
Also #74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, #7472, #7581, #7724, #7926, #7937 and probably more.. Tagging to increase visibility!
2024-09-10 15:40:37 +02:00
Pascal Thomet
a8eec24405 Demo: fix some id conflicts. (#7961) 2024-09-09 21:07:29 +02:00
scribam
4236bc088f Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190) 2024-09-09 17:33:28 +02:00
ocornut
7694e89e89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-09-09 16:54:40 +02:00
ocornut
15cb7d61f9 InputText: moved imstb_textedit.h include to imgui_widgets.cpp 2024-09-09 16:52:16 +02:00
ocornut
ca5701d458 InputText: moved all ImGuiInputTextState functions to not be inline. 2024-09-09 16:29:47 +02:00
ocornut
21d03edcb0 InputText: renamed namespace from stb_texture structure and added an indirection. 2024-09-09 16:22:55 +02:00
ocornut
a2366f9022 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660) 2024-09-06 11:45:32 +02:00
ocornut
a5cf4fe374 InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. 2024-09-05 20:45:07 +02:00
ocornut
d16cb171c6 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369) 2024-09-05 20:16:37 +02:00
ocornut
193c1e2366 Version 1.91.2 WIP 2024-09-05 20:03:23 +02:00
ocornut
d0b742efde CI: build with Clang C++26 on Linux. (#7954) 2024-09-05 15:30:29 +02:00
ocornut
4a1a38f7ed CI: Amend 943fd21. 2024-09-05 15:28:41 +02:00
ocornut
943fd216ec CI: Amend e3cb016. 2024-09-05 15:19:04 +02:00
ocornut
e3cb016328 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954) 2024-09-05 15:15:49 +02:00
CrackedMatter
41eebc87a0 Fixed C++26 invalid enum operation (#7954) 2024-09-05 12:04:28 +02:00
ocornut
f63c95a076 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-09-04 16:58:44 +02:00
ocornut
1dfbb100d6 Version 1.91.1 2024-09-04 16:53:43 +02:00
ocornut
f75cf62d2f Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933)
TableGetMaxColumnWidth() was using MinX from previous column. Storing info in column. Still incorrect interleaved data for multi-instances but it covers majority of use cases.
2024-09-04 15:46:24 +02:00
ocornut
8dd33839f0 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933)
Was reading ClipRect from last frame.
2024-09-04 15:24:22 +02:00
ocornut
722a2a12fb Tables: comments. (#7937) 2024-09-04 14:42:00 +02:00
ocornut
776813416b PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072) 2024-09-03 21:55:26 +02:00
ocornut
afb15e9795 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072) 2024-09-03 21:49:35 +02:00
ocornut
f99febfd6f Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143)
Perhaps a better approach would be to: store last non-zero ID + count successive zero ID and combine then.
2024-09-03 21:19:25 +02:00
ocornut
a93f7db875 Misc merge/small stuff from docking to reduce drift.
Among other things:
- merged cfd23957 (#7940, #7823), also see ac64b6563 (#6716): moved above on 2023/08/14 in both branches.
- moving the RenderDimmedBackgrounds() call, from f422e782, see 676497fe intently undoing ac64b65 -> confusing. (#6716)
2024-09-03 20:55:00 +02:00
ocornut
6d70c2dc73 Viewports: fixed misuse of inset_max.y, which typically would have broken using BeginViewportSideBar() with ImGuiDir_Down, regression from 1.91.0. (#7940, #7823)
Amend cfd23957f
2024-09-03 20:02:04 +02:00
Yan Pujante
30dcdcbe73 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660) 2024-09-03 19:32:00 +02:00
Yan Pujante
07be01767a Demo: added emscripten version. (#7915) 2024-09-03 19:26:29 +02:00
ocornut
6af9ac29ec Backends: SDL3: following SDL3 reverting their change, result of SDL_GetDisplays() must be freed. (#7809)
Reverts 271910e
2024-09-03 19:13:45 +02:00
ocornut
4832027eb6 Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. 2024-09-03 19:11:51 +02:00
Matt Guerrette
6a7319543c Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807) 2024-09-03 18:50:10 +02:00
ocornut
ee9e3a2ed6 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
+ Debug Log: add details about closed popups.
2024-09-03 18:34:18 +02:00
omar
4a06fe59b4 Update FONTS.md (#7944) 2024-09-03 15:32:40 +02:00
James Wrigley
28caa22356 Fix minor typo (#7943) 2024-09-03 00:50:20 +02:00
tanoxyz
1d88609043 Changed call from cosf to ImCos (#7939) 2024-09-01 11:40:48 +02:00
ocornut
226e0d579d Fixed duplicate declaration of GetPlatformIO() in header. (#7917) 2024-08-25 15:07:36 +02:00
ocornut
8c4dceba08 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 2024-08-23 19:40:47 +02:00
ocornut
4fc187dc60 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-08-23 19:19:22 +02:00
ocornut
864a2bf6b8 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) 2024-08-23 19:12:54 +02:00
ocornut
a131c3e611 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752) 2024-08-23 18:24:44 +02:00
ocornut
947961b7b4 Fixed Clang17 C++26 warning. (#7383)
Unable to repro locally for now.
2024-08-23 15:51:05 +02:00
ocornut
0b9adc2c79 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders.
Amend 7713c2925 + renamed similar argument in other functions.
2024-08-23 15:28:42 +02:00
ocornut
1e939fcc32 Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973) 2024-08-23 14:56:09 +02:00
BillKek
088e6fc047 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544) 2024-08-23 14:19:36 +02:00
ocornut
438f9e1a3e InputText: amend d474ed7 for static analysis. (#7913) 2024-08-23 14:14:11 +02:00
Mark Jansen
ce484301c0 CI: Add manual trigger for 'workflow_run' builds (#7865) 2024-08-23 14:12:18 +02:00
ocornut
d474ed7f78 InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383) 2024-08-23 12:47:40 +02:00
ocornut
8b37da74db Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:28:30 +02:00
ocornut
d15da2c47d Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:27:50 +02:00
ocornut
fed4841bd4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-08-22 20:26:59 +02:00
ocornut
5de7f69cbb (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390) 2024-08-22 20:12:23 +02:00
ocornut
214977e5fd IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn. 2024-08-22 20:12:23 +02:00
ocornut
e54f240ea0 IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278) 2024-08-22 20:12:12 +02:00
ocornut
9ff60ae31d IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660) 2024-08-22 20:11:55 +02:00
ocornut
ba2f4a2cd5 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660) 2024-08-22 20:11:36 +02:00
ocornut
e6460722ea IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty. 2024-08-22 18:17:42 +02:00
ocornut
8e40104795 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString(). 2024-08-22 18:13:34 +02:00
ocornut
bf75504d7a Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
+ tweak existing function to early out on error.
2024-08-22 13:55:42 +02:00
ocornut
521f84a3a9 InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
Amend 66f0fb986, c5db276521
2024-08-21 14:26:53 +02:00
ocornut
8a946b69e9 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode).
See https://github.com/ocornut/imgui_club/pull/46
2024-08-21 13:26:33 +02:00
Pavel Rojtberg
59e69dc6df ImGuiSelectionBasicStorage constructor needs visibility (#7906) 2024-08-21 09:14:52 +02:00
ocornut
e471206b08 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) 2024-08-20 17:54:42 +02:00
ocornut
eb7201b902 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) 2024-08-20 15:37:12 +02:00
ocornut
ecb1962013 IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features. 2024-08-20 12:15:54 +02:00
ocornut
092c88dc7b IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
Amend fa2b318d. Refer to regression test "inputs_io_inputqueue" amended for IMGUI_VERSION_NUM >= 19102
2024-08-19 19:02:27 +02:00
ocornut
fabceaf036 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit. 2024-08-19 18:28:56 +02:00
ocornut
61313a7589 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832) 2024-08-19 16:31:49 +02:00
ocornut
ea01c63e36 Backends: SDL2, SDL3: amend filtering logic for it to work with multi-viewports. (#7853) 2024-08-19 14:46:53 +02:00
ocornut
24b077c7f8 Merge branch 'master' into docking (multi-viewport broken until next commit)
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-08-19 14:44:35 +02:00
ocornut
2d99052d1d Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853)
This will be used to support filtering of events with multi-viewports.
2024-08-19 14:43:43 +02:00
ocornut
1b61d55079 Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
2024-08-19 14:43:40 +02:00
Anonymous Maarten
591a18a9c4 Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) 2024-08-19 13:54:39 +02:00
ocornut
65840c19c4 Backends: SDL2, SDL3, Win32: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902)
I am not too confident on this but I believe pushing this is the fastest way we will get feedback.
2024-08-19 12:19:06 +02:00
RT2
fa65dcf24c Backends: SDL2, SDL3: Replace Win32 hack with SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN hint. (#7896) 2024-08-19 12:15:29 +02:00
Nicolas Noble
fbafc33376 Backends: GLFW: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902) 2024-08-19 11:51:53 +02:00
ocornut
29fadad193 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) 2024-08-13 14:30:35 +02:00
lunarlattice
45e7f7827a Examples: SDL2+SDLRenderer: fixed return value. (#7876) 2024-08-09 12:27:38 +02:00
ocornut
7b6314f47d Viewports: don't call platform_io.Platform_GetWindowWorkAreaInsets() before window creation. (#7823)
Amend a18f020
2024-08-07 16:55:56 +02:00
ocornut
3232070d3a Demo: Fixed truncation warning. (#7857) 2024-08-07 12:48:13 +02:00
Mark Jansen
4b654db904 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864) 2024-08-06 20:27:23 +02:00
ocornut
8cc6eee295 Fonts: amend assert when glyph range data seems incorrect. (#7856) 2024-08-03 15:25:47 +02:00
ocornut
6864a7f839 Window refresh policy: extend tests to any window in the begin stack. (#7797) 2024-08-01 22:40:09 +02:00
ocornut
531364d728 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797)
Amend d4495446d. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
2024-08-01 22:26:12 +02:00
ocornut
a18f020072 Viewports: added platform_io.Platform_GetWindowWorkAreaInsets() hook. (#7823) 2024-08-01 19:10:22 +02:00
ocornut
d8c98c8c14 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-08-01 19:07:53 +02:00
ocornut
cfd23957fb Viewports: rework viewport's WorkOffset (positive top-left, negative top-right0 into WorkInset (positive everywhere). (#7823) 2024-08-01 19:04:46 +02:00
ocornut
9f8f5e1145 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850) 2024-08-01 17:28:47 +02:00
ocornut
2981a10c53 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850) 2024-08-01 17:16:13 +02:00
Mark Jansen
5e7dc72c92 Examples: SDL3: Update readme to use SDL3_DIR (#7846) 2024-08-01 00:04:34 +02:00
ocornut
fd57b252ac Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844)
Amend 8874787, 71ee2ce
Amend ea39841f (emscripten_mainloop_stub.h)
2024-07-31 17:47:38 +02:00
ocornut
71ee2ce367 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper.
2024-07-31 17:33:24 +02:00
ocornut
887478793b Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) 2024-07-31 17:11:13 +02:00
ocornut
dcf54782d4 Version 1.91.WIP 2024-07-31 16:34:28 +02:00
ocornut
139e99ca37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2024-07-30 16:57:42 +02:00
ocornut
8199457a7d Version 1.91.0 2024-07-30 16:56:31 +02:00
ocornut
ec9a4ef487 Clipper: accept that no item have been submitted if in indeterminate Begin(INT_MAX) mode. (#1311, #3823) 2024-07-30 12:22:29 +02:00
ocornut
1b44e40444 Demo: re-use tree data. Fix property editor vertical alignment. Tweak recent memory allocation monitor. 2024-07-30 11:58:30 +02:00
SPeak
1f634f1d94 Eaxmples: Android: Fix build failed issue. (#7832)
set android:exported to true (IntentFilter)

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

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

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

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

Related discussions:
https://sourceware.org/bugzilla/show_bug.cgi?id=31194
https://lists.sr.ht/~skeeto/public-inbox/%3C2d3d7662a361ddd049f7dc65b94cecdd%40disroot.org%3E
2024-01-25 11:48:16 +01:00
ocornut
8491cf36ad Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed.
Amend fc134f5
2024-01-24 18:53:36 +01:00
ocornut
9176eedf24 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op. 2024-01-24 18:51:00 +01:00
ocornut
1509842107 Backends: OpenGL3: Shallow tweak of compile-time extensions detection.
Detect polygon mode using same method as others (not define/symbol).
IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -> IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
2024-01-24 15:21:46 +01:00
Clément Gallet
1ce41f6218 Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
Amended with (bd->GlVersion >= 210) checks.
2024-01-24 15:01:59 +01:00
actboy168
54ef4092a9 Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled. (#7257) 2024-01-24 14:51:04 +01:00
ocornut
81e0be856a Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256) 2024-01-24 14:27:43 +01:00
ocornut
eb42e164dd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-01-22 19:01:25 +01:00
ocornut
a201af7354 Added SetNextItemShortcut() wip function. (#456)
Mark widget as hovered. Amend d10641b.
2024-01-22 18:38:54 +01:00
ocornut
4c2c09450a Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456)
Amend d10641b
2024-01-22 18:26:45 +01:00
ocornut
5b5e9bd0cb Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums. 2024-01-22 17:43:58 +01:00
ocornut
7c3fa7d049 Refactor: moved section in imgui_internal.h 2024-01-22 17:42:00 +01:00
rajveermalviya
9266c0d2d1 Backends: WebGPU: Avoid leaking pipeline layout. (#7245) 2024-01-22 15:37:00 +01:00
ocornut
595eb86624 Changelog, comment, minor data compaction 2024-01-22 15:27:36 +01:00
ocornut
6850194f60 CI: Fixes WGPU example build. 2024-01-22 15:01:21 +01:00
ocornut
5fc0a361b2 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) 2024-01-22 14:54:45 +01:00
ocornut
831d42c1ab Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240) 2024-01-22 14:53:30 +01:00
ocornut
e3c7ff944d Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually.
Also aimed at reducing diff for https://github.com/ocornut/imgui/pull/7132 tho this will lead in conflict.
2024-01-22 14:37:53 +01:00
Frank McCoy
15908502ed Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250) 2024-01-22 11:15:14 +01:00
Michał Cichoń
788747f863 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251) 2024-01-22 10:45:41 +01:00
ocornut
763100b385 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) 2024-01-19 18:37:21 +01:00
ocornut
c7edb446ca Shortcut(): always test ownership.
- It doesn't sense to test route without ownership (which may be overrided by code not using routing)
- It also wouldn't be possible to call Shortcut() with _None anyway, since successful routing sets ownership.
Tangential to experiments for #7237
2024-01-19 16:40:24 +01:00
ocornut
1844f903d5 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut
InputText: no need to call SetShortcutRouting() directly.
Tangential to experiments for #7237
2024-01-19 16:22:45 +01:00
ocornut
5ddfbb80d8 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2024-01-19 14:52:33 +01:00
ocornut
01b99a974d Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2024-01-19 14:50:46 +01:00
ocornut
2f48337335 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes. 2024-01-19 14:50:38 +01:00
ocornut
cab7edd135 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2024-01-17 18:38:03 +01:00
ocornut
d7c2a0e38f Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls. 2024-01-17 18:21:04 +01:00
ocornut
3b828d3701 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2)
Diff not ideal (in Fork it looks like ItemSize is moved) but understandable at a glance.
2024-01-17 17:34:28 +01:00
ocornut
ff5f3aa38b Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1)
Moved KeepAliveID() as well for increased locality.
Adding dummy ItemAdd() placeholder to facilitate diffing (otherwise single commit single diff is a mess).
2024-01-17 17:32:50 +01:00
ocornut
1a48a63446 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness. 2024-01-17 15:55:36 +01:00
ocornut
33fabdf392 Scrollbar() doesn't forcefully mark itself as hovered when held.
Weirdly as old as when dinosaurs roamed earth, aka first commit (per-1.0).
+ Minor alignment in both sense of the term :) Reduce padding in ImGuiNextItemData.
2024-01-17 15:47:14 +01:00
ocornut
d431d85839 Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11) 2024-01-17 15:33:12 +01:00
ocornut
f0d1f61fa5 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. + 2024-01-17 15:23:30 +01:00
ocornut
095665977f Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId.
Aimed at allowing activating another item with a shortcut without losing NavId.
Initial logic from c2cb2a69, with minor amends db5f1b79c, cea78cc57.
2024-01-17 14:52:05 +01:00
ocornut
d10641b04a Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. 2024-01-17 14:02:07 +01:00
ocornut
03417cc77d Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232) 2024-01-17 13:26:02 +01:00
ocornut
5fdcdf7080 Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456) 2024-01-16 17:51:14 +01:00
ocornut
80d5cb1ab1 Comments around ImGuiInputFlags. 2024-01-16 16:25:08 +01:00
ocornut
80c83a4277 Docking: added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to configure a dock node to automatically set ParentWindowForFocusRoute on its docked windows. (#6798, #2637, #456) 2024-01-16 14:30:43 +01:00
ocornut
cceff4684a Docking: added ImGuiWindowClass::FocusRouteParentWindowId as a public facing version of SetWindowParentWindowForFocusRoute() (#6798, #2637, #456) 2024-01-16 14:30:42 +01:00
ocornut
1cc0eb4d32 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning. 2024-01-16 12:32:00 +01:00
ocornut
69b64e2b73 Internals: Docking: revert 32a3c61 in favor of user explicitely calling SetWindowParentWindowForFocusRoute(). (#6798)
The revert doesn't look the same as 32a3c61 as since then we are baking focus roue into NavFocusScopePath().
2024-01-16 11:50:00 +01:00
ocornut
a27f22f0e9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
#	imgui_internal.h
2024-01-16 11:43:36 +01:00
ocornut
46e5f44ec8 Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456)
Amend d474836
Begin: tweak clearing of CurrentWindow as FocusWindow() relies on it now.
Addded SetWindowParentWindowForFocusRoute() helper.
2024-01-16 11:39:41 +01:00
ocornut
e0c8c80ada Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456) 2024-01-15 17:33:47 +01:00
ocornut
4b20a0217e Internals: add window to FocusScopeStack. (#6798) 2024-01-15 17:33:47 +01:00
ocornut
2156db7a07 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456) 2024-01-15 17:33:23 +01:00
ocornut
dd0efdc637 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226)
Amend 70f2aaff
2024-01-15 17:32:11 +01:00
ocornut
8a3dfda8d0 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
Amend 3a90dc38 (#2589, #2598, #3108, #3113, #3653, #4642)
2024-01-15 11:30:52 +01:00
ocornut
6228c2e1ec Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available. 2024-01-11 20:22:37 +01:00
ocornut
32a3c61d00 Internals: Shortcut() follow docking chain (until we formalize a more general focus scope stack). (#456) 2024-01-11 19:48:31 +01:00
ocornut
70bb6d1e79 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) 2024-01-11 14:57:38 +01:00
Tristan Gouge
82df7c8bf4 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) 2024-01-11 14:43:51 +01:00
ocornut
29809d7220 Version 1.90.2 WIP 2024-01-11 14:37:13 +01:00
ocornut
db049db860 Docs: tweak, fixed misplaced changelog entry. (#7084) 2024-01-11 13:14:21 +01:00
95 changed files with 11249 additions and 3942 deletions

2
.github/FUNDING.yml vendored
View File

@@ -1 +1 @@
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']
custom: ['https://github.com/ocornut/imgui/wiki/Funding']

View File

@@ -8,6 +8,7 @@ on:
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
- manual
branches:
- master
- docking
@@ -21,7 +22,7 @@ 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
@@ -123,6 +124,11 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@@ -168,6 +174,11 @@ jobs:
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
@@ -207,9 +218,9 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-22.04
runs-on: ubuntu-24.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
@@ -313,6 +324,18 @@ jobs:
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with C++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: |
cat > example_single_file.cpp <<'EOF'
@@ -370,6 +393,18 @@ jobs:
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (C++26, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
@@ -402,7 +437,7 @@ jobs:
MacOS:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
@@ -422,6 +457,17 @@ jobs:
EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (single file build, c++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
cat > example_single_file.cpp <<'EOF'
@@ -462,7 +508,7 @@ jobs:
iOS:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Build example_apple_metal
run: |
@@ -470,9 +516,9 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-22.04
runs-on: ubuntu-24.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Install Dependencies
run: |
@@ -481,6 +527,7 @@ jobs:
emsdk-master/emsdk update
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
sudo apt-get install build-essential
- name: Build example_sdl2_opengl3 with Emscripten
run: |
@@ -489,17 +536,30 @@ jobs:
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_wgpu
# This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_emscripten_wgpu
make -C examples/example_glfw_wgpu -f Makefile.emscripten
# This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3)
# This ensures 2 things: the CMake build works, and the GLFW contrib port is tested
- name: Build example_glfw_wgpu with Emscripten/CMake
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
emcc -v
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
cmake --build build
Android:
runs-on: ubuntu-22.04
runs-on: ubuntu-24.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Build example_android_opengl3
run: |

12
.github/workflows/manual.yml vendored Normal file
View File

@@ -0,0 +1,12 @@
#
# This is a dummy workflow used to trigger full builds manually.
#
name: manual
on: workflow_dispatch
jobs:
manual:
runs-on: ubuntu-latest
steps:
- run: exit 0

View File

@@ -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
@@ -42,5 +42,5 @@ jobs:
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
pvs-studio-analyzer analyze --disableLicenseExpirationCheck -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log

4
.gitignore vendored
View File

@@ -3,6 +3,7 @@
## Dear ImGui artifacts
imgui.ini
imgui*.ini
## General build artifacts
*.o
@@ -40,8 +41,9 @@ 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

View File

@@ -21,6 +21,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@@ -28,7 +31,7 @@
// 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)
@@ -63,8 +66,8 @@
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
@@ -292,7 +295,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData)
@@ -301,14 +304,15 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@@ -424,6 +428,7 @@ 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
@@ -447,9 +452,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.ClipboardUserData = nullptr;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif
return true;
@@ -491,8 +496,9 @@ 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)
{
@@ -587,7 +593,7 @@ 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();

View File

@@ -26,6 +26,7 @@
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();

View File

@@ -264,6 +264,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_Time = 0.0;

View File

@@ -29,6 +29,7 @@
struct ANativeWindow;
struct AInputEvent;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();

View File

@@ -16,7 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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)
@@ -540,6 +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
@@ -588,7 +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();

View File

@@ -20,6 +20,7 @@
struct ID3D10Device;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();

View File

@@ -16,7 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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)
@@ -552,6 +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
@@ -605,7 +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();

View File

@@ -21,6 +21,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();

View File

@@ -25,7 +25,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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)
@@ -777,6 +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
@@ -833,7 +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();

View File

@@ -28,6 +28,8 @@ struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.

View File

@@ -16,7 +16,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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.
@@ -297,6 +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
@@ -330,6 +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(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
@@ -341,18 +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)
@@ -365,7 +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
@@ -397,7 +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();

View File

@@ -20,6 +20,7 @@
struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();

View File

@@ -10,9 +10,8 @@
// [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.
@@ -22,9 +21,22 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About Emscripten support:
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
// 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.
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 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)
@@ -91,17 +103,29 @@
#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
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif
// We gather version tests as define in order to easily see which features are version-dependent.
@@ -138,7 +162,7 @@ enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
GlfwClientApi_Vulkan,
};
struct ImGui_ImplGlfw_Data
@@ -153,7 +177,7 @@ struct ImGui_ImplGlfw_Data
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
bool WantUpdateMonitors;
#ifdef __EMSCRIPTEN__
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const char* CanvasSelector;
#endif
@@ -191,19 +215,12 @@ static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
switch (key)
IM_UNUSED(scancode);
switch (keycode)
{
case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
@@ -362,7 +379,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef __EMSCRIPTEN__
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return;
#endif
@@ -371,9 +388,10 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
@@ -384,7 +402,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
if (key_name && key_name[0] != 0 && key_name[1] == 0)
@@ -421,7 +439,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}
@@ -492,7 +510,7 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
bd->WantUpdateMonitors = true;
}
#ifdef __EMSCRIPTEN__
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
{
// Mimic Emscripten_HandleWheel() in SDL.
@@ -566,9 +584,18 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
bd->CallbacksChainForAllWindows = chain_for_all_windows;
}
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
#else
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
#endif
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);
@@ -581,7 +608,7 @@ 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
@@ -589,9 +616,12 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@@ -622,14 +652,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
// Update monitor a first time during init
// (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
@@ -653,6 +678,23 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
if (emscripten::glfw3::IsRuntimePlatformApple())
{
ImGui::GetIO().ConfigMacOSXBehaviors = true;
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
// This means that Meta + V only registers a single key-press, even if the keys are held.
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
}
#endif
#endif
bd->ClientApi = client_api;
return true;
}
@@ -682,8 +724,9 @@ 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);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
if (bd->CanvasSelector)
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
#endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -708,7 +751,6 @@ 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++)
@@ -716,7 +758,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
#ifdef __EMSCRIPTEN__
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const bool is_window_focused = true;
#else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
@@ -749,7 +791,8 @@ 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
@@ -757,12 +800,12 @@ 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.
@@ -809,7 +852,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return;
@@ -888,6 +931,8 @@ static void ImGui_ImplGlfw_UpdateMonitors()
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
if (x_scale == 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = x_scale;
#endif
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
@@ -899,7 +944,7 @@ 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;
@@ -927,7 +972,17 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads();
}
#ifdef __EMSCRIPTEN__
// GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
@@ -948,11 +1003,11 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
// '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)
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
{
IM_ASSERT(canvas_selector != nullptr);
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()?");
bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
@@ -960,8 +1015,24 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
// Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
}
#endif
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
// by invoking emscripten_glfw_make_canvas_resizable afterward.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
{
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
IM_ASSERT(window == w); // Sanity check
IM_UNUSED(w);
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
//--------------------------------------------------------------------------------------------------------

View File

@@ -8,11 +8,10 @@
// [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.
@@ -29,15 +28,17 @@
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
@@ -60,4 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key,
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -167,6 +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)";

View File

@@ -26,6 +26,7 @@
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();

View File

@@ -26,6 +26,7 @@
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
@@ -52,6 +53,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#include <Metal/Metal.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);

View File

@@ -16,7 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 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.
@@ -87,7 +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()); }
@@ -133,8 +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.
@@ -166,7 +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)

View File

@@ -23,9 +23,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the 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.
@@ -89,6 +90,7 @@ 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
@@ -120,10 +122,12 @@ 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();
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateFontsTexture();
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)

View File

@@ -25,6 +25,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

View File

@@ -23,7 +23,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
// 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)
@@ -123,6 +126,7 @@
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
@@ -178,9 +182,21 @@
#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.
@@ -193,16 +209,6 @@
#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
@@ -231,6 +237,7 @@ struct ImGui_ImplOpenGL3_Data
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasPolygonMode;
bool HasClipOrigin;
bool UseBufferSubData;
@@ -276,6 +283,7 @@ 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
@@ -299,16 +307,13 @@ 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)
@@ -318,6 +323,9 @@ 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;
@@ -332,7 +340,7 @@ 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
@@ -365,8 +373,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_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++)
@@ -400,10 +411,12 @@ 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();
if (!bd->FontTexture)
ImGui_ImplOpenGL3_CreateFontsTexture();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
@@ -422,8 +435,9 @@ 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)
@@ -511,8 +525,8 @@ 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);
@@ -650,18 +664,10 @@ 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]);
@@ -758,6 +764,10 @@ 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);
@@ -931,6 +941,9 @@ 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

View File

@@ -30,7 +30,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
@@ -42,9 +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) \

View File

@@ -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
@@ -118,7 +118,7 @@ extern "C" {
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
@@ -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
@@ -661,31 +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 int open_libgl(void)
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)
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
*(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

View File

@@ -11,7 +11,9 @@
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// - [ ] Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// 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.
@@ -29,6 +31,7 @@
@class NSEvent;
@class NSView;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
@@ -43,6 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);

View File

@@ -11,7 +11,9 @@
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// - [ ] Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// 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.
@@ -31,7 +33,12 @@
// 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.
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 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).
@@ -88,7 +95,6 @@ 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()); }
@@ -283,7 +289,9 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@end
// Functions
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@@ -421,20 +429,24 @@ 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;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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();
@@ -453,14 +465,14 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
io.SetClipboardTextFn = [](void*, const char* str) -> void
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
io.GetClipboardTextFn = [](void*) -> const char*
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
@@ -495,7 +507,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view);
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (data->WantVisible)
@@ -570,7 +582,6 @@ 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;
@@ -637,6 +648,7 @@ 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
@@ -914,7 +926,7 @@ static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
window.opaque = YES;
KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect];
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15)
[view setWantsBestResolutionOpenGLSurface:YES];
window.contentView = view;
@@ -1088,7 +1100,6 @@ 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();

View File

@@ -10,8 +10,9 @@
// [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.
@@ -24,7 +25,18 @@
// 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.
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 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)
@@ -94,9 +106,12 @@
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#ifdef __APPLE__
#include <TargetConditionals.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/em_js.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
@@ -109,26 +124,37 @@
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
#if !SDL_HAS_VULKAN
#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
#if SDL_HAS_VULKAN
extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
#elif
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// 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;
Uint32 WindowID;
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)); }
};
@@ -148,7 +174,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
@@ -157,13 +183,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*)
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
@@ -176,8 +202,10 @@ static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlat
}
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
IM_UNUSED(scancode);
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@@ -299,6 +327,7 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
return ImGuiKey_None;
}
@@ -312,20 +341,27 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If 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)
{
case SDL_MOUSEMOTION:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
@@ -340,6 +376,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
@@ -358,6 +396,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@@ -373,14 +413,18 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_TEXTINPUT:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
@@ -396,6 +440,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
#endif
case SDL_WINDOWEVENT:
{
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@@ -405,34 +453,40 @@ 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)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
else if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
else if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
else if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
#ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
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
@@ -456,6 +510,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
@@ -466,12 +521,22 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
platform_io.Platform_ClipboardUserData = nullptr;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#endif
// Update monitor a first time during init
ImGui_ImplSDL2_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
@@ -487,7 +552,7 @@ static bool ImGui_ImplSDL2_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->PlatformHandle = (void*)(intptr_t)bd->WindowID;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
@@ -569,6 +634,8 @@ 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();
@@ -581,7 +648,7 @@ 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;
@@ -600,7 +667,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
@@ -646,9 +713,8 @@ static void ImGui_ImplSDL2_UpdateMouseData()
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
@@ -670,59 +736,118 @@ 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).
@@ -751,7 +876,11 @@ static void ImGui_ImplSDL2_UpdateMonitors()
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
{
if (dpi <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = dpi / 96.0f;
}
#endif
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
@@ -761,7 +890,7 @@ 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)
@@ -772,6 +901,10 @@ void ImGui_ImplSDL2_NewFrame()
w = h = 0;
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
#if SDL_HAS_VULKAN
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
#endif
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
@@ -791,15 +924,15 @@ 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);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
@@ -872,7 +1005,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)vd->Window;
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window);
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
@@ -916,7 +1049,11 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
#elif defined(_WIN32)
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
@@ -924,7 +1061,6 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
@@ -1051,7 +1187,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL2_ShutdownPlatformInterface()

View File

@@ -9,8 +9,9 @@
// [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.
@@ -27,8 +28,10 @@
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
@@ -39,8 +42,9 @@ 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

View File

@@ -1,7 +1,8 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features:
// [X] Platform: Clipboard support.
@@ -10,9 +11,8 @@
// [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).
// 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.
@@ -24,7 +24,26 @@
// 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.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
// 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)
@@ -61,22 +80,41 @@
#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_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// IME handling
SDL_Window* ImeWindow;
// 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)); }
};
@@ -96,22 +134,31 @@ static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_g
static void ImGui_ImplSDL3_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
const char* sdl_clipboard_text = SDL_GetClipboardText();
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
}
if (data->WantVisible)
{
SDL_Rect r;
@@ -119,12 +166,37 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlat
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
SDL_SetTextInputArea(window, &r, 0);
SDL_StartTextInput(window);
bd->ImeWindow = window;
}
}
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@@ -142,7 +214,7 @@ 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;
@@ -152,29 +224,12 @@ 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;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
@@ -194,32 +249,32 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_A: return ImGuiKey_A;
case SDLK_B: return ImGuiKey_B;
case SDLK_C: return ImGuiKey_C;
case SDLK_D: return ImGuiKey_D;
case SDLK_E: return ImGuiKey_E;
case SDLK_F: return ImGuiKey_F;
case SDLK_G: return ImGuiKey_G;
case SDLK_H: return ImGuiKey_H;
case SDLK_I: return ImGuiKey_I;
case SDLK_J: return ImGuiKey_J;
case SDLK_K: return ImGuiKey_K;
case SDLK_L: return ImGuiKey_L;
case SDLK_M: return ImGuiKey_M;
case SDLK_N: return ImGuiKey_N;
case SDLK_O: return ImGuiKey_O;
case SDLK_P: return ImGuiKey_P;
case SDLK_Q: return ImGuiKey_Q;
case SDLK_R: return ImGuiKey_R;
case SDLK_S: return ImGuiKey_S;
case SDLK_T: return ImGuiKey_T;
case SDLK_U: return ImGuiKey_U;
case SDLK_V: return ImGuiKey_V;
case SDLK_W: return ImGuiKey_W;
case SDLK_X: return ImGuiKey_X;
case SDLK_Y: return ImGuiKey_Y;
case SDLK_Z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
@@ -246,6 +301,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
return ImGuiKey_None;
}
@@ -259,20 +315,27 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If 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)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
@@ -287,6 +350,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
@@ -300,6 +365,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@@ -315,16 +382,21 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_TEXT_INPUT:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
@@ -338,8 +410,10 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
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,
@@ -348,47 +422,59 @@ 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;
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false);
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
viewport->PlatformHandle = window;
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
viewport->PlatformHandleRaw = nullptr;
#if defined(__WIN32__) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, 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
@@ -413,6 +499,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
@@ -423,23 +510,29 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
// 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);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
@@ -467,6 +560,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
return true;
}
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
@@ -504,6 +598,8 @@ 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();
@@ -516,7 +612,7 @@ 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;
@@ -535,7 +631,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
@@ -581,9 +677,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
@@ -605,59 +700,119 @@ 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;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
// 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_WEST); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // 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()
@@ -685,14 +840,17 @@ static void ImGui_ImplSDL3_UpdateMonitors()
// DpiScale to cocoa_window.backingScaleFactor here.
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
monitor.PlatformHandle = (void*)(intptr_t)n;
if (monitor.DpiScale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
platform_io.Monitors.push_back(monitor);
}
SDL_free(displays);
}
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)
@@ -719,15 +877,15 @@ 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);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
@@ -750,20 +908,34 @@ void ImGui_ImplSDL3_NewFrame()
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
{
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
return SDL_GetWindowFromID(window_id);
}
return nullptr;
}
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
@@ -782,12 +954,10 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
sdl_flags |= SDL_GetWindowFlags(bd->Window);
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL3_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
#endif
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
@@ -806,7 +976,7 @@ static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
SDL_GL_DestroyContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
@@ -822,27 +992,36 @@ static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 3.0.0+ has a SDL_WINDOW_UTILITY flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
// SDL hack: Show icon in task bar (#7989)
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
ex_style |= WS_EX_APPWINDOW;
ex_style &= ~WS_EX_TOOLWINDOW;
::ShowWindow(hwnd, SW_HIDE);
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
// Update SDL3 parent if it changed _after_ creation.
// This is for advanced apps that are manipulating ParentViewportID manually.
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->ParentWindow)
{
vd->ParentWindow = new_parent;
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
}
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
@@ -936,6 +1115,7 @@ static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
@@ -956,9 +1136,9 @@ static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_g
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
vd->GLContext = (SDL_GLContext)sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL3_ShutdownPlatformInterface()

View File

@@ -1,7 +1,8 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features:
// [X] Platform: Clipboard support.
@@ -10,8 +11,8 @@
// [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).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -28,8 +29,10 @@
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
@@ -40,4 +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

View File

@@ -22,6 +22,7 @@
// - 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.
@@ -49,9 +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
@@ -65,6 +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!");
@@ -74,7 +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;
}
@@ -93,35 +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;
@@ -140,16 +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];
@@ -164,7 +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);
}
@@ -181,7 +179,7 @@ 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) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@@ -193,7 +191,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// 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),
@@ -204,8 +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
@@ -221,7 +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");

View File

@@ -27,10 +27,11 @@
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
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();

View File

@@ -1,6 +1,8 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
@@ -22,6 +24,9 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
#include "imgui.h"
@@ -44,9 +49,11 @@
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -60,6 +67,7 @@ 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!");
@@ -69,7 +77,7 @@ 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;
}
@@ -88,35 +96,51 @@ 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)
// https://github.com/libsdl-org/SDL/issues/9009
static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
const Uint8* color2 = (const Uint8*)color;
colors_out.resize(num_vertices);
SDL_FColor* color3 = colors_out.Data;
for (int i = 0; i < num_vertices; i++)
{
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color*)color2;
}
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(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;
@@ -131,20 +155,22 @@ 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];
@@ -159,7 +185,7 @@ 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);
}
@@ -176,19 +202,15 @@ 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) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
@@ -199,8 +221,8 @@ 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
@@ -216,7 +238,7 @@ 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");

View File

@@ -1,6 +1,8 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
@@ -27,10 +29,11 @@
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
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();

View File

@@ -34,19 +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: Stoped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
// 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 unecessary as we create and destroy those objects in the backend.
// *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).
@@ -93,26 +98,27 @@
#endif
// Forward Declarations
struct ImGui_ImplVulkanH_FrameRenderBuffers;
struct ImGui_ImplVulkanH_WindowRenderBuffers;
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) \
@@ -190,17 +196,16 @@ static bool g_FunctionsLoaded = true;
#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_ImplVulkanH_FrameRenderBuffers
struct ImGui_ImplVulkan_FrameRenderBuffers
{
VkDeviceMemory VertexBufferMemory;
VkDeviceMemory IndexBufferMemory;
@@ -212,22 +217,23 @@ struct ImGui_ImplVulkanH_FrameRenderBuffers
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
// [Please zero-clear before use!]
struct ImGui_ImplVulkanH_WindowRenderBuffers
struct ImGui_ImplVulkan_WindowRenderBuffers
{
uint32_t Index;
uint32_t Count;
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
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;
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports
bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
};
@@ -235,13 +241,12 @@ struct ImGui_ImplVulkan_ViewportData
struct ImGui_ImplVulkan_Data
{
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
VkRenderPass RenderPass;
VkDeviceSize BufferMemoryAlignment;
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline;
uint32_t Subpass;
VkPipeline Pipeline; // pipeline for main render pass (created by app)
VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend)
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
@@ -255,7 +260,7 @@ struct ImGui_ImplVulkan_Data
VkCommandBuffer FontCommandBuffer;
// Render buffers for main window
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
ImGui_ImplVulkan_Data()
{
@@ -411,7 +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;
@@ -421,10 +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);
@@ -433,20 +444,19 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
VkMemoryRequirements req;
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
VkDeviceSize size = IM_MAX(v->MinAllocationSize, req.size);
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = size;
alloc_info.allocationSize = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
check_vk_result(err);
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
check_vk_result(err);
p_buffer_size = 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();
@@ -507,23 +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)
@@ -532,9 +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++)
{
@@ -974,13 +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
@@ -1045,7 +1053,7 @@ 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;
}
@@ -1065,6 +1073,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
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)
@@ -1072,8 +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) \
@@ -1095,14 +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
@@ -1114,6 +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
@@ -1131,11 +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();
@@ -1176,7 +1184,7 @@ 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_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
if (!bd->FontDescriptorSet)
ImGui_ImplVulkan_CreateFontsTexture();
@@ -1241,6 +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.)
@@ -1328,15 +1356,13 @@ 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;
@@ -1361,6 +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;
@@ -1396,10 +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;
@@ -1407,8 +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)
@@ -1458,11 +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];
}
@@ -1508,7 +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
@@ -1570,15 +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);
@@ -1606,32 +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);
}
//--------------------------------------------------------------------------------------------------------
@@ -1663,13 +1670,17 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = {
#if defined(IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING)
v->UseDynamicRendering && v->ColorAttachmentFormat ? v->ColorAttachmentFormat : VK_FORMAT_B8G8R8A8_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
VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
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)
@@ -1682,6 +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)
@@ -1693,7 +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;
@@ -1718,13 +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 (;;)
{
@@ -1796,7 +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
@@ -1850,6 +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;
@@ -1863,12 +1893,18 @@ 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);
{
vd->SwapChainNeedRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
else
{
check_vk_result(err);
}
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
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()

View File

@@ -43,13 +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.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
{
@@ -58,25 +76,31 @@ 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);
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
@@ -114,8 +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);
@@ -150,12 +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;

View File

@@ -18,6 +18,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@@ -33,6 +38,18 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
@@ -74,16 +91,17 @@ 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
@@ -181,6 +199,12 @@ 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)
@@ -236,7 +260,11 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
#else
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
#endif
wgsl_desc.code = wgsl_source;
WGPUShaderModuleDescriptor desc = {};
@@ -567,9 +595,7 @@ 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] = {};
@@ -653,10 +679,20 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
@@ -686,6 +722,7 @@ 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;
@@ -707,22 +744,32 @@ 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
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else
io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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;
@@ -735,8 +782,8 @@ 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;

View File

@@ -2,6 +2,13 @@
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
@@ -22,7 +29,25 @@
#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;
}
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);

View File

@@ -17,30 +17,14 @@
// - 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.
// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
@@ -93,8 +77,37 @@ 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 "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#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();
@@ -102,7 +115,7 @@ struct ImGui_ImplWin32_Data
{
HWND hWnd;
HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
int MouseButtonsDown;
INT64 Time;
INT64 TicksPerSecond;
@@ -144,6 +157,7 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
@@ -162,12 +176,14 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->hWnd = (HWND)hwnd;
bd->WantUpdateMonitors = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage();
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
@@ -296,7 +312,7 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
@@ -424,6 +440,8 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
imgui_monitor.PlatformHandle = (void*)monitor;
if (imgui_monitor.DpiScale <= 0.0f)
return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)
io.Monitors.push_front(imgui_monitor);
@@ -442,9 +460,9 @@ 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 };
@@ -477,12 +495,14 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_UpdateGamepads();
}
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
// Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
{
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
return ImGuiKey_KeypadEnter;
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
@@ -531,7 +551,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt;
@@ -642,11 +661,12 @@ 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)
{
@@ -674,7 +694,7 @@ 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:
@@ -687,8 +707,18 @@ 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_DESTROY:
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
::TrackMouseEvent(&tme_cancel);
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
@@ -742,12 +772,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
// Obtain virtual key code
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
// Obtain virtual key code and convert to ImGuiKey
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
const int vk = (int)wParam;
const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
@@ -1042,6 +1069,9 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
vd->HwndOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
@@ -1067,10 +1097,20 @@ 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)
@@ -1129,11 +1169,20 @@ static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
return ImVec2((float)pos.x, (float)pos.y);
}
static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
}
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
@@ -1152,6 +1201,8 @@ static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}
@@ -1198,14 +1249,14 @@ static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
if (alpha < 1.0f)
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
}
}
@@ -1234,16 +1285,22 @@ static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
// Allow secondary viewport WndProc to be called regardless of current context
ImGuiContext* hwnd_ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
ImGuiContext* prev_ctx = ImGui::GetCurrentContext();
if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL)
ImGui::SetCurrentContext(hwnd_ctx);
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
result = true;
else if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0;
break;
case WM_MOVE:
viewport->PlatformRequestMove = true;
break;
@@ -1252,7 +1309,7 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
break;
case WM_MOUSEACTIVATE:
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
return MA_NOACTIVATE;
result = MA_NOACTIVATE;
break;
case WM_NCHITTEST:
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
@@ -1260,12 +1317,15 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
result = HTTRANSPARENT;
break;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
if (result == 0)
result = DefWindowProc(hWnd, msg, wParam, lParam);
if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL)
ImGui::SetCurrentContext(prev_ctx);
return result;
}
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
@@ -1324,4 +1384,11 @@ 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

View File

@@ -21,6 +21,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();

View File

@@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
## Dear ImGui: Backends
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### Integrating backends
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
### What are backends?
@@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support.
etc.
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and the backends which we are describing here (backends/ folder).
@@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder).
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
### Standard backends
### Integrating a backend
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### List of backends
@@ -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
@@ -135,7 +135,7 @@ Generally:
It is unlikely you will add value to your project by creating your own backend.
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this

View File

@@ -35,6 +35,855 @@ 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 1.91.2 (Released 2024-09-19)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2
Other changes:
- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS!
- The tool detects when multiple items are sharing the same identifier, due to not
using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes.
Very frequently it happens when using empty "" labels.
- When hovering an item with a conflicting ID, all visible items with the same ID will
be highlighted and an explanatory tooltip is made visible.
- The feature may be disabled and is exposed in Demo->Tools menu.
- I've been wanting to add this tool for a long time, but was stalled by finding a way to
not make it spammy + make it practically zero cost. After @pthom made various proposals to
solve the same problem (thanks for pushing me!), I decided it was time to finish it.
- Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some
reason you intend to have duplicate identifiers.
- (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768,
#2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008,
#4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210,
#5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186,
#6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434,
#7472, #7581, #7724, #7926, #7937 and probably more..)
- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439)
- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling
in a table with outer borders. (#7970, #7821).
- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been
removed. Simplifications allowed to implement new optimizations for handling very large text buffers
(e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build).
This is the first step toward more refactoring. (#7925) [@alektron, @ocornut]
- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix
done in v1.90.5 was incomplete. (#7218)
- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend]
- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
- Windows: fixed an issue where double-click to collapse could be triggered even while another
item is active, if the item didn't use the left mouse button. (#7841)
- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow
hacking in custom cursors if desirable.
- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos]
- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660)
- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam]
- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
[@ypujante]
- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU
defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette]
Docking+Viewports Branch:
- Viewports: fixed an issue where a window manually constrained to the main viewport while crossing
over main viewport bounds isn't translated properly. (#7985)
- Backends: SDL2, SDL3, Win32: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995)
- Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize()
on windows created by application (typically main viewport).
- Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog
mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
- Backends: SDL3: added support for viewport->ParentViewportId field to support parenting
windows at OS level. (#7973, #7989) [@RT2code]
-----------------------------------------------------------------------
VERSION 1.91.1 (Released 2024-09-04)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1
Breaking changes:
- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion]
Kept inline redirection flag (will obsolete).
- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO:
- io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
- io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
- in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency
with other functions. Pull your user data from platform_io.ClipboardUserData if used.
- as this is will affect all users of custom engines/backends, we are providing proper
legacy redirection (will obsolete).
- IO: moved other functions from ImGuiIO to ImGuiPlatformIO:
- io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660)
- io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
- io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
- access those via GetPlatformIO() instead of GetIO().
(Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and
often automatically set by core library and backends, we are exceptionally not maintaining
a legacy redirection symbol for those two.)
- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390)
- old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
- new ImageButton() requires an explicit 'const char* str_id'
- old ImageButton() had frame_padding' override argument.
- new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar().
Other changes:
- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which
is a centralized spot to connect os/platform/renderer related functions.
Clipboard, IME and OpenInShell hooks are moved here. (#7660)
- IO, InputText: fixed an issue where typing text in an InputText() would defer character
processing by one frame, because of the trickling input queue. Reworked interleaved
keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858)
- Windows: adjust default ClipRect to better match rendering of thick borders (which are in
theory not supported). Compensate for the fact that borders are centered around the windows
edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for
ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485)
- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload
over an already open tree node using multi-select would incorrectly select it. (#7850)
- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when
used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850)
- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right
by an extra pixel + rework the change so that contents doesn't overlap the bottom and
right border in a scrolling table. (#6765, #3752, #7428)
- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple
synched instances that are layed out at different X positions. (#7933)
- Tabs: avoid queuing a refocus when tab is already focused, which would have the
side-effect of e.g. closing popup on a mouse release. (#7914)
- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside
a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973)
- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner,
fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072)
- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only
one component of a ImVec2 var.
- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903)
- Backends:
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
provide a way to do a portable sleep. (#7844)
- Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using
the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante]
- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
since GLFW own tests are doing that and it seems unnecessary.
- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
instead of ImGuiIO.
- Examples:
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
- Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
Docking+Viewports Branch:
- Viewports: added optional platform_io.Platform_GetWindowWorkAreaInsets() hook
to allow backends to alter the default per-viewport work-area. (#7823)
- Backends: don't report monitors with DpiScale of 0, which seemed to be reported for
virtual monitors instead by accessibility drivers. (#7902) [@nicolasnoble, @ocornut]
- Backends: SDL2, SDL3: using SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN to support the
ImGuiViewportFlags_NoFocusOnAppearing flag, instead of using a Win32-specific hack.
(#7896) [@RT2Code]
-----------------------------------------------------------------------
VERSION 1.91.0 (Released 2024-07-30)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0
Breaking changes:
- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
- old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
- new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
It is expected that for a vast majority of users this is automatically set by core
library and/or platform backend so it won't have any effect.
- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838)
You should never need those functions! You can do everything in less a confusing manner by only
using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
- Item flag changes:
- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
- Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag()
with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete).
- Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for
consistency. Kept inline redirecting functions (will obsolete).
+ Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to
ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior.
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
- ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante]
Other changes:
- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
(*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**)
Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations.
- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the
typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
- Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
- Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
- Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
- This was mostly all previously in imgui_internal.h.
- Multi-Select: added multi-select API and demos. (#1861, #6518)
- This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves,
SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible
items), box-selection with scrolling, and many other details.
- In the spirit of Dear ImGui design, your code owns both items and actual selection data.
This is designed to allow all kinds of selection storage you may use in your application
(e.g. set/map/hash, intrusive selection, interval trees, up to you).
- The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but...
using this correctly is more complicated. You need some sort of linear/random access to your tree,
which is suited to advanced trees setups already implementing filters and clipper.
We will work toward simplifying our existing demo for trees.
- A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app
(likely to suit a majority of users).
- Documentation:
- Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
- Demo code + headers are well commented.
- Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
- Added IsItemToggledSelection() for use if you need latest selection update during current iteration.
- Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
- BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which
is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.)
- Other fields are helpful when using a clipper, or wanting to handle deletion nicely.
- Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional):
- This is similar to if you used e.g. a std::set<ID> to store a selection, with all the right
glue to honor ImGuiMultiSelectIO requests. Most applications can use that.
- Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional):
- Helpful to easily bind multi-selection to e.g. an array of checkboxes.
- Added ImGuiMultiSelectFlags options:
- ImGuiMultiSelectFlags_SingleSelect
- ImGuiMultiSelectFlags_NoSelectAll
- ImGuiMultiSelectFlags_NoRangeSelect
- ImGuiMultiSelectFlags_NoAutoSelect
- ImGuiMultiSelectFlags_NoAutoClear
- ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424)
- ImGuiMultiSelectFlags_BoxSelect1d
- ImGuiMultiSelectFlags_BoxSelect2d
- ImGuiMultiSelectFlags_BoxSelectNoScroll
- ImGuiMultiSelectFlags_ClearOnEscape
- ImGuiMultiSelectFlags_ClearOnClickVoid
- ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect
- ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease
- ImGuiMultiSelectFlags_NavWrapX
- Demo: Added "Examples->Assets Browser" demo.
- Demo: Added "Widgets->Selection State & Multi-Select" section, with:
- Multi-Select
- Multi-Select (with clipper)
- Multi-Select (with deletion)
- Multi-Select (dual list box) (#6648)
- Multi-Select (in a table)
- Multi-Select (checkboxes)
- Multi-Select (multiple scopes)
- Multi-Select (tiled assert browser)
- Multi-Select (trees) (#1861)
- Multi-Select (advanced)
- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API.
This is a simplified version of a more complete set of function available in imgui_internal.h.
One common use-case for this is to allow your widgets to disable standard inputs behaviors such
as Tab or Alt handling, Mouse Wheel scrolling, etc.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
// Hovering or activating the button will disable mouse wheel default behavior to scroll
InvisibleButton(...);
SetItemKeyOwner(ImGuiKey_MouseWheelY);
- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
within a child window using ImGuiChildFlags_NavFlattened.
- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf]
- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
open/close storage. Useful if needing to often read/write from storage without manipulating
the ID stack. (#7553, #6990, #3823, #1131)
- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
the hovered state. (#7820) [@rerilier]
- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
can use the clipper without knowing the amount of items beforehand. (#1311)
In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration
loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
thickness of the horizontal line over selected tabs. [@DctrNoob]
- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
- Misc: added GetID(int) variant for consistency. (#7111)
- Debug Tools:
- Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
- Debug Log: Added "Configure Outputs.." button. (#5855)
- Debug Log: Fixed incorrect checkbox layout when partially clipped.
- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and
struct description data that a real application would want to use.
- Backends:
- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN).
(#7768, #4858, #2622) [@Aemony]
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
[@ypujante, @ocornut]
- Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
(#7647) [@ypujante]
- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
"Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
Docking+Viewports Branch:
- Viewports: Always update fallback monitor to primary monitor if there's one.
- Backends: OSX: Fixed NSAppKitVersion version limit for setWantsBestResolutionOpenGLSurface
usage. (#7814) [@YGXXD]
- Backends: SDL3: Fixed a bug preventing ImGuiViewportFlags_NoFocusOnAppearing support from
working (Windows only).
- Backends: Vulkan: ImGui_ImplVulkan_SwapBuffers() used by secondary viewports still proceeds
increasing frame counters on VK_SUBOPTIMAL_KHR. (#7825, #3881) [@NostraMagister]
-----------------------------------------------------------------------
VERSION 1.90.9 (Released 2024-07-01)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.9
Breaking changes:
- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to
ImGuiStoragePair (simpler for many languages). No significant nested type left.
- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window
flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for
BeginChild() calls anyhow. (#7687) [@cfillion]
- old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
- new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0)
Kept inline redirection flag (will obsolete).
- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351)
- ImGuiCol_TabActive -> ImGuiCol_TabSelected
- ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed
- ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected
Kept inline redirecting enums (will obsolete).
- IO: io.ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data.
Newly added io.ClearInputMouse() does. (#4921)
- Drag and Drop: renamed ImGuiDragDropFlags_SourceAutoExpirePayload to
ImGuiDragDropFlags_PayloadAutoExpire. Kept inline redirecting enum (will obsolete). (#1725, #143)
Other changes:
- IO: do not disable io.ConfigWindowsResizeFromEdges (which allow resizing from borders
and lower-left corner) when ImGuiBackendFlags_HasMouseCursors is not set by backend.
The initial reasoning is that resizing from borders feels better when correct mouse cursor
shape change as honored by backends. Keeping this enabling will hopefully increase pressure
on third-party backends to set ImGuiBackendFlags_HasMouseCursors and honor changes of
ImGui::GetMouseCursor() value. (#1495)
- IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button
which was pressed over void/underlying app, which is consistent/needed to allow the
mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42]
- IO: Added io.ClearInputMouse() to clear mouse state. (#4921)
- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is
tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child
position could have temporarily be moved around by erroneous padding application. (#7706)
- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal
line over selected tabs to increase visibility. This is used by docking.
Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors.
- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for
'TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered' on each column. (#3740)
- Disabled, Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block
bypassing the disabled state. (#7726)
- Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state,
to make it that only tooltip windows are temporarily clearing it. (#211, #7640)
- Drags: added ImGuiSliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749)
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern sets
active id so a multi-frame extern source doesn't interfere with hovered widgets. (#143)
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern does not assume
a mouse button being pressed. Facilitate implementing cross-context drag and drop. (#143)
- Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext/_PayloadNoCrossProcess flags
as metadata to specify that a payload may not be copied outside the context/process by
some logic aiming to copy payloads around.
- Drag and Drop: Fixes an issue when elapsing payload would be based on last payload
frame instead of last drag source frame, which makes a difference if not resubmitting
payload every frame. (#143)
- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for
use by backends.
- imgui_freetype: Fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369)
- Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it
has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) [@mlauss2]
- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728)
- Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735)
- Backends: SDL3: Update for SDL_SetTextInputRect() API rename. (#7760, #7754) [@maxortner01]
- Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. (SDL#9009).
- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854)
[@martin-ejdestig]
- Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI since new SDL_HINT_IME_IMPLEMENTED_UI
values has a more suitable default for our case case.
- Examples: GLFW+Vulkan, SDL+Vulkan: handle swap chain resize even without Vulkan
returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671)
[@AndreiNego, @ocornut]
Docking+Viewports Branch:
- Windows, Menus: Fixed an issue where the size of sub-menu in their own viewport
would be erroneously clamped to the size of main viewport. (#7730)
- Merged GetBackgroundDrawList() and GetBackgroundDrawList(ImGuiViewport* viewport)
api entry points into a same one GetBackgroundDrawList(ImGuiViewport* viewport = NULL);
- Merged GetForegroundDrawList() and GetForegroundDrawList(ImGuiViewport* viewport)
api entry points into a same one GetForegroundDrawList(ImGuiViewport* viewport = NULL);
- Backends: SDL3: Update for introduction of SDL_GLContext from void*. (#7701, #7702)
[@bcsanches]
- Backends: Win32: Secondary viewports WndProc handler retrieve/set imgui context from
the HWND, allowing WndProc dispatch to work in multi-context setups.
-----------------------------------------------------------------------
VERSION 1.90.8 (Released 2024-06-06)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.8
Breaking changes:
- Reordered various ImGuiInputTextFlags values. This should NOT be breaking unless
you are using generated headers that have values not matching the main library.
- Removed ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
from imgui.h, was mostly unused and misleading.
Other changes:
- Inputs: fixed IsMouseClicked(..., repeat=true); broken in 1.90.7 on 2024/05/22.
(due to an internal api parameter swap, repeat wouldn't be honored and
ownership would be accidentally checked even though this api is meant to not
check ownership). (#7657) [@korenkonder]
- Windows: fixed altering FramePadding mid-frame not correctly affecting logic
responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
- Scrollbar: made scrolling logic more standard: clicking above or below the
grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
solely by the presence of an horizontal scrollbar. (#1574)
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
to display a zero-value as empty. (#7305) [@supermerill, @ocornut]
- Popups: fixed an issue preventing to close a popup opened over a modal by clicking
over void (it required clicking over the visible part of the modal). (#7654)
- Tables: fixed an issue where ideal size reported to parent container wouldn't
correctly take account of inner scrollbar, affecting potential auto-resize of
parent container. (#7651)
- Tables: fixed a bug where after disabling the ScrollY flag for a table,
previous scrollbar width would be accounted for. (#5920)
- Combo: simplified Combo() API uses a list clipper (due to its api it wasn't
previously trivial before we added clipper.IncludeItemByIndex() function).
- Disabled: nested tooltips or other non-child window within a BeginDisabled()
block disable the disabled state. (#211, #7640)
- Misc: made ImGuiDir and ImGuiSortDirection stronger-typed enums.
- Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653)
-----------------------------------------------------------------------
VERSION 1.90.7 (Released 2024-05-27)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
Breaking changes:
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
place for macOS X apps in your input logic.
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
It is now unnecessary to specific cross-platform idiomatic shortcuts.
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
- Commented out obsolete symbols renamed in 1.88 (May 2022):
CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will allow eventual support for multi-viewports.
Other changes:
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
it assumed the other axis would also be auto-fit. (#1710)
- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
This is an important property as it facilitate working with foreign code or larger codebase.
- Added Shortcut() function:
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- checks that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from higher priority locations
(e.g. deeper in the window/item stack).
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
shortcut may be executed even if its window is not in focus stack).
Items like buttons are not fully activated, in the sense that they get pressed but another
active item, e.g. InputText() won't be deactivated.
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
- ImGuiInputFlags_RouteFocused: focus stack route (default)
- ImGuiInputFlags_RouteActive: only route to active item
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
- Added other shortcut/routing options: (#456, #2637)
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
input functions (which are still internal for now).
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
read comments near the assert. (#7568)
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
handler to be called before backend initialization. Because of how ::CreateWindow()
calls in WndProc this is facilitating. (#6275) [@MennoVink]
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
- Inputs (Internals): Renamed symbols global routes:
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
swapped last two parameters order in function signatures:
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They were all made before making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
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 1.90.6 (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)
@@ -90,6 +939,9 @@ Other changes:
- 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:
@@ -142,7 +994,7 @@ Docking+Viewports Branch:
- 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]
multi-monitor setups. (#7028, #7101, #6009, #6432) [@dmirty-kuzmenko, @734vin]
- Backends: OSX: Fixed IME position in multi-monitor multi-viewports setups. (#7028) [@734vin]
@@ -164,6 +1016,7 @@ Breaking changes:
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.
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
- 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
@@ -213,6 +1066,7 @@ Other changes:
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.
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
- 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);
@@ -265,7 +1119,7 @@ Other changes:
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
- Tables:
- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option.
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
@@ -454,7 +1308,7 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. This is automatically cleared by io.ClearInputsKeys(). (#4921)
input queue. This is automatically cleared by io.ClearInputKeys(). (#4921)
- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
cannot compare to NULL nor reassign manually anymore.
@@ -492,10 +1346,10 @@ Other changes:
will slightly reduce scrollbar size. Generally we tried to make it that window
border size has no incidence on layout but this can't work with thick borders. (#2522)
- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
May be useful in conjunction with io.ClearInputsKeys() if you need to clear
May be useful in conjunction with io.ClearInputKeys() if you need to clear
both current inputs state and queued events (e.g. when using blocking native
dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer
- IO: Changed io.ClearInputKeys() specs to also clear current frame character buffer
(what now obsoleted io.ClearInputCharacters() did), as this is effectively the
desirable behavior.
- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable
@@ -651,7 +1505,7 @@ 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]
@@ -1261,7 +2115,7 @@ 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:
@@ -2174,7 +3028,7 @@ 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)
@@ -3933,8 +4787,6 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
- 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)
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
@@ -5733,7 +6585,7 @@ 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.

View File

@@ -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.

View File

@@ -35,46 +35,13 @@ At shutdown:
call ImGui::DestroyContext()
```
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
Main resource:
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
```cpp
// Create a Dear ImGui context, setup some options
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(my_hwnd);
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
// Application main loop
while (true)
{
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// Any application code here
ImGui::Text("Hello, world!");
// End of frame: render Dear ImGui
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Swap
g_pSwapChain->Present(1, 0);
}
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
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 https://www.dearimgui.com/faq
Additional resources:
- Read FAQ at https://www.dearimgui.com/faq
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
- Read the comments and instruction at the top of each file.
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
@@ -104,8 +71,8 @@ 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 +93,7 @@ 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 +135,7 @@ 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>

View File

@@ -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) |
@@ -77,9 +77,9 @@ or view this file with any Markdown viewer.
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
Many projects are using this branch and it is kept in sync with master regularly.
@@ -199,10 +199,43 @@ 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!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
</pre>
</td>
</tr>
</table>
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.
@@ -607,7 +640,7 @@ The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
@@ -621,8 +654,8 @@ 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/6897)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
##### [Return to Index](#index)
@@ -664,11 +697,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
- 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/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

View File

@@ -50,16 +50,20 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
### (4) Font atlas texture fails to upload to GPU.
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.
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
Some solutions:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality 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!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
Future versions of Dear ImGui should solve this problem.
##### [Return to Index](#index)
---------------------------------------

View File

@@ -11,18 +11,18 @@ Dear ImGui
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [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) |
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--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
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
@@ -39,11 +39,11 @@ 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.
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
```cpp
@@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
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)).
### Integration
### Getting Started & Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
@@ -139,7 +139,9 @@ 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/6897)!
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?q=label%3Agallery)!
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.
@@ -160,17 +162,19 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
How to help
-----------
@@ -180,13 +184,13 @@ How to help
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
- 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!**
@@ -203,7 +207,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Sponsoring, maintenance/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."

View File

@@ -39,7 +39,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
@@ -65,7 +65,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch)
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
@@ -117,7 +116,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
- (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool.
@@ -178,7 +177,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper.
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
@@ -201,13 +199,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
@@ -218,11 +217,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@@ -303,7 +302,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: visual feedback on button press.
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
@@ -357,8 +355,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- misc: possible compile-time support for wchar_t instead of char*?
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
@@ -378,7 +375,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.

View File

@@ -11,7 +11,7 @@
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize"
android:exported="false">
android:exported="true">
<meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" />

View File

@@ -161,7 +161,7 @@ void Init(struct android_app* app)
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is 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);

View File

@@ -1,254 +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/)
// 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>
#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_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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);
}

View File

@@ -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)

View File

@@ -103,6 +103,11 @@ int main(int, char**)
// - 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();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();

View File

@@ -97,7 +97,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -139,6 +139,11 @@ int main(int, char**)
// - 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();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();

View File

@@ -21,8 +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.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.
@@ -31,9 +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
@@ -64,14 +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)
{
@@ -113,6 +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
{
@@ -139,7 +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;
@@ -151,17 +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
}
@@ -258,7 +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 };
@@ -275,11 +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);
@@ -376,7 +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
@@ -446,13 +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.
@@ -486,17 +497,19 @@ int main(int, char**)
glfwPollEvents();
// Resize swap chain?
if (g_SwapChainRebuild)
int fb_width, fb_height;
glfwGetFramebufferSize(window, &fb_width, &fb_height);
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame

View File

@@ -0,0 +1,117 @@
# 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)
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
else()
# cannot use contrib.glfw3 prior to 3.1.57
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
endif()
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
)
IF(NOT EMSCRIPTEN)
target_compile_definitions(example_glfw_wgpu PUBLIC
"IMGUI_IMPL_WEBGPU_BACKEND_DAWN"
)
endif()
target_include_directories(example_glfw_wgpu PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
# Emscripten settings
if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(example_glfw_wgpu PUBLIC
"${IMGUI_EMSCRIPTEN_GLFW3}"
)
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
target_link_options(example_glfw_wgpu PRIVATE
"-sUSE_WEBGPU=1"
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-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()

View File

@@ -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 cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun web/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).

View File

@@ -0,0 +1,351 @@
// 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_InstallEmscriptenCallbacks(window, "#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();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// 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);
}

View File

@@ -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;

View File

@@ -1,6 +1,6 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X
#
# Important: This is a "null backend" application, with no visible output or interaction!
# This is used for testing purpose and continuous integration, and has little use for end-user.

View File

@@ -138,6 +138,11 @@ int main(int, char**)
CreateRenderTarget();
}
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();

View File

@@ -117,6 +117,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();

View File

@@ -152,6 +152,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();

View File

@@ -47,7 +47,7 @@ int main(int, char**)
if (renderer == nullptr)
{
SDL_Log("Error creating SDL_Renderer!");
return 0;
return -1;
}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
@@ -59,6 +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();
@@ -107,6 +108,11 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
@@ -155,7 +161,7 @@ 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);
}

View File

@@ -20,12 +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.h>
#endif
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define IMGUI_VULKAN_DEBUG_REPORT
#define APP_USE_VULKAN_DEBUG_REPORT
#endif
// Data
@@ -52,14 +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)
{
@@ -101,6 +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
{
@@ -127,7 +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;
@@ -139,17 +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
}
@@ -246,7 +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 };
@@ -263,11 +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);
@@ -364,7 +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
@@ -446,13 +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.
@@ -493,19 +504,21 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Resize swap chain?
if (g_SwapChainRebuild)
int fb_width, fb_height;
SDL_GetWindowSize(window, &fb_width, &fb_height);
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
{
int width, height;
SDL_GetWindowSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
// Start the Dear ImGui frame

View File

@@ -37,9 +37,9 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs`
CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += `pkg-config sdl3 --cflags`
CFLAGS = $(CXXFLAGS)
endif
@@ -48,7 +48,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += `pkg-config sdl3 --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif

View File

@@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly:
```
set SDL2_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
set SDL3_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
```
## Linux and similar Unixes

View File

@@ -27,7 +27,7 @@
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
@@ -57,9 +57,6 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
// Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@@ -151,6 +148,11 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
@@ -224,7 +226,7 @@ int main(int, char**)
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_GL_DestroyContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();

View File

@@ -26,9 +26,9 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -ldl `sdl3-config --libs`
LIBS += -ldl `pkg-config sdl3 --libs`
CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += `pkg-config sdl3 --cflags`
CFLAGS = $(CXXFLAGS)
endif
@@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += `pkg-config sdl3 --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif

View File

@@ -25,15 +25,12 @@
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
// Create window with SDL_Renderer graphics context
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);
@@ -42,7 +39,8 @@ int main(int, char**)
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, 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());
@@ -57,6 +55,7 @@ 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();
@@ -113,6 +112,11 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame();
@@ -159,11 +163,14 @@ int main(int, char**)
// Rendering
ImGui::Render();
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplSDLRenderer3_Shutdown();

View File

@@ -16,6 +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;
@@ -112,6 +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)
{
@@ -177,10 +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();

View File

@@ -16,6 +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;
@@ -117,6 +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)
{
@@ -182,8 +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

View File

@@ -26,6 +26,8 @@
#pragma comment(lib, "dxguid.lib")
#endif
#include "imgui_internal.h"
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
@@ -47,6 +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] = {};
@@ -149,6 +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();
@@ -228,8 +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);

View File

@@ -15,6 +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 = {};
@@ -110,6 +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)
{
@@ -183,12 +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();

View File

@@ -0,0 +1,8 @@
@REM Build for MINGW64 or 32 from MSYS2.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=-I../.. -I../../backends
@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp
@set LIBS=-lopengl32 -lgdi32 -ldwmapi
mkdir %OUT_DIR%
g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS%

View File

@@ -168,6 +168,11 @@ int main(int, char**)
}
if (done)
break;
if (::IsIconic(hwnd))
{
::Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();

View File

@@ -29,6 +29,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -141,6 +145,22 @@ Global
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.ActiveCfg = Debug|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.Build.0 = Debug|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.ActiveCfg = Debug|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.Build.0 = Debug|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.ActiveCfg = Release|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@@ -17,20 +17,21 @@
// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
// This worked, but it made us lose all the nice things we had...
// Since only about 3 examples really need to run with Emscripten, here's our solution:
// Since only about 4 examples really need to run with Emscripten, here's our solution:
// - Use some weird macros and capturing lambda to turn a loop in main() into a function.
// - Hide all that crap in this file so it doesn't make our examples unusually ugly.
// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
// want to suggest to the newcomer that we would ever use C++ headers as this would affect
// the initial judgment of many of our target audience.
// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
// - The do { } while (0) is to allow our code calling continue in the main loop.
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <functional>
static std::function<void()> MainLoopForEmscriptenP;
static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]()
#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do
#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
#else
#define EMSCRIPTEN_MAINLOOP_BEGIN
#define EMSCRIPTEN_MAINLOOP_END

View File

@@ -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
**/

View File

@@ -21,10 +21,11 @@
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- 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
@@ -42,6 +43,7 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
@@ -49,6 +51,9 @@
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- 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

2953
imgui.cpp

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925
imgui.h

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@@ -1,4 +1,4 @@
// dear imgui, v1.90.1
// dear imgui, v1.91.2
// (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
@@ -209,11 +211,13 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
@@ -225,6 +229,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
@@ -271,11 +276,13 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
@@ -287,6 +294,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@@ -334,11 +342,13 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
@@ -350,6 +360,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@@ -389,6 +400,7 @@ 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.
@@ -520,7 +532,6 @@ void ImDrawList::_OnChangedClipRect()
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
@@ -543,7 +554,6 @@ void ImDrawList::_OnChangedTextureID()
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
@@ -619,6 +629,15 @@ void ImDrawList::PopTextureID()
_OnChangedTextureID();
}
// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID().
void ImDrawList::_SetTextureID(ImTextureID texture_id)
{
if (_CmdHeader.TextureId == texture_id)
return;
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
@@ -647,7 +666,7 @@ 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);
@@ -1223,10 +1242,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
}
}
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments)
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.
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));
@@ -1235,11 +1254,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float
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 float rel_x = (point.x * cos_rot) - (point.y * sin_rot);
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot);
point.x = rel_x + center.x;
point.y = rel_y + center.y;
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);
}
}
@@ -1564,31 +1582,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
}
// Ellipse
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness)
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.
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_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments)
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.
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_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
@@ -1619,10 +1637,11 @@ 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)
@@ -1706,6 +1725,316 @@ 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
@@ -2176,13 +2505,14 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f);
IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
// Create new font
if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont));
else
IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
@@ -2499,8 +2829,9 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
// or to forget to zero-terminate the glyph range array.
IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;
@@ -2678,8 +3009,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
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);
@@ -3774,6 +4105,8 @@ 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;
@@ -4012,8 +4345,8 @@ 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)
{
@@ -4032,8 +4365,8 @@ 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);

File diff suppressed because it is too large Load Diff

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@@ -1,4 +1,4 @@
// dear imgui, v1.90.1
// dear imgui, v1.91.2
// (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
@@ -227,6 +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
@@ -318,14 +320,21 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
IM_ASSERT(inner_width >= 0.0f);
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
// FIXME: coarse clipping because access to table data causes two issues:
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
// The side-effects of accessing table data on coarse clip would be:
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
const ImVec2 avail_size = GetContentRegionAvail();
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
const ImVec2 actual_outer_size = ImTrunc(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;
}
@@ -335,7 +344,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Acquire storage for the table
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
const ImGuiTableFlags table_last_flags = table->Flags;
// Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table);
@@ -353,6 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Initialize
const int previous_frame_active = table->LastFrameActive;
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
const ImGuiTableFlags previous_flags = table->Flags;
table->ID = id;
table->Flags = flags;
table->LastFrameActive = g.FrameCount;
@@ -399,12 +408,12 @@ 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)
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect();
@@ -428,6 +437,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// For non-scrolling tables, WorkRect == OuterRect == InnerRect.
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
}
// Push a standardized ID for both child-using and not-child-using tables
@@ -450,16 +460,27 @@ 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)
// Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
// (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)
{
// FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
// it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
// different x/y values to BeginChild().
if (flags & ImGuiTableFlags_BordersOuterV)
{
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
if (inner_window->DecoOuterSizeX2 == 0.0f)
table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x);
}
if (flags & ImGuiTableFlags_BordersOuterH)
{
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
if (inner_window->DecoOuterSizeY2 == 0.0f)
table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y);
}
}
// Padding and Spacing
@@ -487,7 +508,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
table->InnerClipRect.ClipWithFull(table->HostClipRect);
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y;
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
@@ -498,7 +519,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->DeclColumnsCount = table->AngledHeadersCount = 0;
if (previous_frame_active + 1 < g.FrameCount)
table->IsActiveIdInTable = false;
temp_data->AngledheadersExtraWidth = 0.0f;
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);
@@ -511,7 +533,7 @@ 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
@@ -844,7 +866,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
// Combine width from regular rows + width from headers unless requested not to.
if (!column->IsPreserveWidthAuto)
if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0)
column->WidthAuto = TableGetColumnWidthAuto(table, column);
// Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
@@ -1048,16 +1070,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
continue;
}
// Detect hovered column
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
column->MinX = offset_x;
// Lock width based on start position and minimum/maximum width for this position
float max_width = TableGetMaxColumnWidth(table, column_n);
column->WidthGiven = ImMin(column->WidthGiven, max_width);
column->WidthMax = TableCalcMaxColumnWidth(table, column_n);
column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax);
column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
@@ -1066,6 +1084,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
const float previous_instance_work_min_x = column->WorkMinX;
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
@@ -1105,8 +1124,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->Flags |= ImGuiTableColumnFlags_IsVisible;
if (column->SortOrder != -1)
column->Flags |= ImGuiTableColumnFlags_IsSorted;
if (table->HoveredColumnBody == column_n)
// Detect hovered column
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
{
column->Flags |= ImGuiTableColumnFlags_IsHovered;
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
}
// Alignment
// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
@@ -1118,8 +1142,22 @@ 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)
@@ -1223,7 +1261,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
else
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
}
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
@@ -1238,9 +1276,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
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);
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++)
@@ -1344,7 +1382,7 @@ void ImGui::EndTable()
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
if (table->ResizedColumn != -1)
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth;
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
}
// Pop clipping rect
@@ -1415,7 +1453,7 @@ void ImGui::EndTable()
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
{
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
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;
}
@@ -1444,7 +1482,10 @@ 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
{
@@ -1462,9 +1503,13 @@ void ImGui::EndTable()
}
else if (temp_data->UserOuterSize.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));
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
}
else
{
@@ -1472,9 +1517,9 @@ void ImGui::EndTable()
}
if (temp_data->UserOuterSize.y <= 0.0f)
{
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
}
else
{
@@ -1567,6 +1612,7 @@ 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)
{
@@ -1889,7 +1935,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
if (is_visible)
{
// Update data for TableGetHoveredRow()
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
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
@@ -1944,7 +1990,8 @@ 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);
}
}
@@ -1961,34 +2008,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
// get the new cursor position.
if (unfreeze_rows_request)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.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);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (unfreeze_rows_actual)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
IM_ASSERT(table->IsUnfrozenRows == false);
table->IsUnfrozenRows = true;
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
}
}
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
@@ -2154,9 +2204,11 @@ 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)
// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis.
float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float max_width = FLT_MAX;
@@ -2218,7 +2270,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
// Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
IM_ASSERT(table->MinColumnWidth > 0.0f);
const float min_width = table->MinColumnWidth;
const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
column_0_width = ImClamp(column_0_width, min_width, max_width);
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return;
@@ -2703,7 +2755,7 @@ 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 + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
@@ -2763,7 +2815,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
{
IM_ASSERT(n < column->SortDirectionsAvailCount);
return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
}
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
@@ -2904,6 +2956,7 @@ 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++)
@@ -2916,7 +2969,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
sort_spec->ColumnUserID = column->UserID;
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
sort_spec->SortDirection = column->SortDirection;
sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
}
table->SortSpecs.Specs = sort_specs;
@@ -2927,6 +2980,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
// [SECTION] Tables: Headers
//-------------------------------------------------------------------------
// - TableGetHeaderRowHeight() [Internal]
// - TableGetHeaderAngledMaxLabelWidth() [Internal]
// - TableHeadersRow()
// - TableHeader()
// - TableAngledHeadersRow()
@@ -2958,14 +3012,15 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
return width + g.Style.CellPadding.x * 2.0f;
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.
// This code is intentionally written to not make much use of internal functions, to give you better direction
// if you need to write your own.
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
void ImGui::TableHeadersRow()
{
@@ -2973,7 +3028,8 @@ void ImGui::TableHeadersRow()
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
// Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
// Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
// it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
@@ -2990,8 +3046,7 @@ void ImGui::TableHeadersRow()
if (!TableSetColumnIndex(column_n))
continue;
// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
// In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.
// Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation)
const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
PushID(column_n);
TableHeader(name);
@@ -3082,7 +3137,7 @@ 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;
@@ -3149,15 +3204,43 @@ void ImGui::TableHeader(const char* label)
}
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
// FIXME: No hit-testing/button on the angled header.
void ImGui::TableAngledHeadersRow()
{
ImGuiContext& g = *GImGui;
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
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);
}
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// 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;
@@ -3180,45 +3263,41 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// 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 = table->RowCellPaddingY * 2.0f + g.FontSize;
const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a);
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(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
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
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height);
const ImGuiID row_id = GetID("##AngledHeaders");
ButtonBehavior(row_r, row_id, NULL, NULL);
KeepAliveID(row_id);
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;
const float ascent_scaled = g.Font->Ascent * g.FontScale; // 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 < table->ColumnsCount; order_n++)
for (int order_n = 0; order_n < data_count; order_n++)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
continue;
const int column_n = table->DisplayOrderToIndex[order_n];
const ImGuiTableHeaderData* request = &data[order_n];
const int column_n = request->Index;
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImVec2 bg_shape[4];
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
@@ -3228,28 +3307,60 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
if (pass == 0)
{
// Draw shape
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
if (column_n == highlight_column_n)
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
//draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f);
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)
// FIXME: May be worth tidying up all those operations to make them easier to understand.
// 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 float clip_width = max_label_width - (sin_a * table->RowCellPaddingY);
ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY));
ImVec2 label_size = CalcTextSize(label_name, NULL, true);
ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
//if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); }
int vtx_idx_end = draw_list->_VtxCurrentIdx;
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);
// Rotate and offset label
ImVec2 pivot_in = label_r.GetBL();
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
// 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)
{
@@ -3259,7 +3370,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
}
PopClipRect();
PopClipRect();
table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
}
//-------------------------------------------------------------------------
@@ -3376,7 +3487,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
Separator();
want_separator = true;
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
@@ -3962,7 +4073,7 @@ 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)
{
@@ -3973,7 +4084,7 @@ 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);
@@ -4288,7 +4399,7 @@ 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;
@@ -4298,7 +4409,7 @@ void ImGui::EndColumns()
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
SetMouseCursor(ImGuiMouseCursor_ResizeEW);
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
dragging_column = n;
}
@@ -4330,12 +4441,12 @@ void ImGui::EndColumns()
NavUpdateCurrentWindowIsScrollPushableX();
}
void ImGui::Columns(int columns_count, const char* id, bool border)
void ImGui::Columns(int columns_count, const char* id, bool borders)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder);
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,8 @@
// 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 + #6783)
// - Added name to struct or it may be forward declared in our code.
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
// 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_*
@@ -41,7 +43,7 @@
// 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
@@ -209,6 +211,7 @@
// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len)
//
// Each of these functions potentially updates the string and updates the
// state.
@@ -243,7 +246,12 @@
// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
// anything other type you wante before including.
// anything other type you want before including.
// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
// transformed into text and stb_textedit_text() is automatically called.
//
// text: [DEAR IMGUI] added 2024-09
// call this to text inputs sent to the textfield.
//
//
// When rendering, you can read the cursor position and selection state from
@@ -318,7 +326,7 @@ typedef struct
int undo_char_point, redo_char_point;
} StbUndoState;
typedef struct
typedef struct STB_TexteditState
{
/////////////////////
//
@@ -438,13 +446,13 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
if (x < r.x1) {
// search characters in row for one that straddles 'x'
prev_x = r.x0;
for (k=0; k < r.num_chars; ++k) {
for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) {
if (x < prev_x+w/2)
return k+i;
else
return k+i+1;
return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k);
}
prev_x += w;
}
@@ -563,7 +571,7 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
// now scan to find xpos
find->x = r.x0;
for (i=0; first+i < n; ++i)
for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first)
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
}
@@ -640,6 +648,17 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
}
}
// [DEAR IMGUI]
// Functions must be implemented for UTF8 support
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1)
#endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1)
#endif
#ifdef STB_TEXTEDIT_IS_SPACE
static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
{
@@ -720,36 +739,44 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
#define STB_TEXTEDIT_KEYTYPE int
#endif
// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
{
// can't add newline in single-line mode
if (text[0] == '\n' && state->single_line)
return;
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
state->cursor += text_len;
state->has_preferred_x = 0;
}
}
else {
stb_textedit_delete_selection(str, state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
stb_text_makeundo_insert(state, state->cursor, text_len);
state->cursor += text_len;
state->has_preferred_x = 0;
}
}
}
// API key: process a keyboard input
static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
{
retry:
switch (key) {
default: {
#ifdef STB_TEXTEDIT_KEYTOTEXT
int c = STB_TEXTEDIT_KEYTOTEXT(key);
if (c > 0) {
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c;
// can't add newline in single-line mode
if (c == '\n' && state->single_line)
break;
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
++state->cursor;
state->has_preferred_x = 0;
}
} else {
stb_textedit_delete_selection(str,state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
state->has_preferred_x = 0;
}
}
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
stb_textedit_text(str, state, &ch, 1);
}
#endif
break;
}
@@ -775,7 +802,7 @@ retry:
stb_textedit_move_to_first(state);
else
if (state->cursor > 0)
--state->cursor;
state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
state->has_preferred_x = 0;
break;
@@ -784,7 +811,7 @@ retry:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
else
++state->cursor;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
stb_textedit_clamp(str, state);
state->has_preferred_x = 0;
break;
@@ -794,7 +821,7 @@ retry:
stb_textedit_prep_selection_at_cursor(state);
// move selection left
if (state->select_end > 0)
--state->select_end;
state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end);
state->cursor = state->select_end;
state->has_preferred_x = 0;
break;
@@ -844,7 +871,7 @@ retry:
case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
stb_textedit_prep_selection_at_cursor(state);
// move selection right
++state->select_end;
state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end);
stb_textedit_clamp(str, state);
state->cursor = state->select_end;
state->has_preferred_x = 0;
@@ -900,7 +927,7 @@ retry:
x += dx;
if (x > goal_x)
break;
++state->cursor;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
}
stb_textedit_clamp(str, state);
@@ -962,7 +989,7 @@ retry:
x += dx;
if (x > goal_x)
break;
++state->cursor;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
}
stb_textedit_clamp(str, state);
@@ -990,7 +1017,7 @@ retry:
else {
int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->cursor < n)
stb_textedit_delete(str, state, state->cursor, 1);
stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor);
}
state->has_preferred_x = 0;
break;
@@ -1002,8 +1029,9 @@ retry:
else {
stb_textedit_clamp(str, state);
if (state->cursor > 0) {
stb_textedit_delete(str, state, state->cursor-1, 1);
--state->cursor;
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
stb_textedit_delete(str, state, prev, state->cursor - prev);
state->cursor = prev;
}
}
state->has_preferred_x = 0;

View File

@@ -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

View File

@@ -11,7 +11,7 @@
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a 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.
@@ -357,7 +357,7 @@ namespace
case FT_PIXEL_MODE_BGRA:
{
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
#define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f)
#define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u)
if (multiply_table == nullptr)
{
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
@@ -480,8 +480,9 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
// or to forget to zero-terminate the glyph range array.
IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;