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279 Commits

Author SHA1 Message Date
ocornut
368123ab06 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui_draw.cpp
2024-11-07 19:58:23 +01:00
ocornut
f401021d5a Version 1.91.5 2024-11-07 19:57:33 +01:00
ocornut
31b967f098 Fix 01d27a4 (sorry I cherry-picked from wrong branch) 2024-11-07 19:35:00 +01:00
ocornut
01d27a4acd Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 2024-11-07 19:33:25 +01:00
ocornut
419a9ada16 Ignore clang warning Wnontrivial-memaccess (#8129, #8135)
Amend 88e2327
Use void* cast in backend where the memset are infrequent.
2024-11-07 19:08:37 +01:00
ocornut
17bd417a3d AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 2024-11-07 14:58:15 +01:00
ocornut
3b683927ee imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 2024-11-07 14:39:54 +01:00
ocornut
3543dfda95 Docs: document removal of ImFont const qualifier as potentially breaking. 2024-11-06 18:14:44 +01:00
ocornut
d97bbf1904 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. 2024-11-06 18:08:15 +01:00
ocornut
d9f829dd71 Log/Capture: amend 772ca9e for docking. 2024-11-06 18:02:46 +01:00
ocornut
83660e37e3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glut.cpp
#	backends/imgui_impl_glut.h
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_demo.cpp
2024-11-06 17:58:35 +01:00
ocornut
df0776e931 (Breaking) Removed ImGuiKey_COUNT. (#4921) 2024-11-06 17:55:00 +01:00
ocornut
738d6db3e6 (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 2024-11-06 17:55:00 +01:00
ocornut
6f287dd16d (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 2024-11-06 17:54:59 +01:00
ocornut
fe2fa2d08e Comments (#8127) + Fixed warning (#8130) 2024-11-06 15:18:17 +01:00
Michael Böhme
57ab2b4226 Fixed unused function warning (#8130) 2024-11-06 15:17:01 +01:00
ocornut
ec2f1d69c8 Docs: word-wrap some the older changelogs. 2024-11-05 13:18:16 +01:00
ocornut
63234f8dd0 InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo.
Follow the refactors in #7925.
2024-11-05 11:32:02 +01:00
ocornut
c347d6944b Backends: GLFW: Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
Initially suggested by rokups. Rewrote for recent backends with a few tweaks to accomodate for variable WM unfocus timing.
2024-11-05 11:26:38 +01:00
ocornut
be2d006e2e Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h
As supposedly they were for stb_textedit.h which is now moved to imgui_draw.cpp
2024-11-05 10:50:49 +01:00
Maya Warrier
88e232739b Ignore clang warning Wnontrivial-memaccess (#8129)
Produced when memset(this, ..) is used on a non-trivially copyable type
2024-11-05 10:44:39 +01:00
Brotcrunsher
d4791f1bbe Fixed a comment typo. (#8128) 2024-11-05 10:12:52 +01:00
ocornut
82d0584e7b InputText: using CurLenA instead of TextA.Size for correctness. (#7925)
Was harmless because TextA is always zero-terminated, and TextA.Size >= CurLenA + 1.
2024-11-04 20:28:02 +01:00
ocornut
75f83de52a InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925)
There's a confusion between TextA.Size and CurLenA we should be merging them.
Amend 19accb14a
2024-11-04 20:22:10 +01:00
ocornut
f77d22837c Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 2024-11-04 14:24:54 +01:00
ocornut
a63220e3e0 Docking: fixed using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport(). (#8125) 2024-11-04 11:52:56 +01:00
ocornut
71c77c081a Demo: added a "Windows" section. 2024-10-30 15:41:45 +01:00
ocornut
772ca9e9a9 Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. 2024-10-30 15:38:58 +01:00
ocornut
f37a9a27e5 Log/Capture: reworked scope + decorating menus, tabs. 2024-10-30 15:38:58 +01:00
ocornut
a4fcc93f4a Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 2024-10-30 15:09:35 +01:00
ocornut
9a0dff1bc5 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 2024-10-29 14:26:02 +01:00
ocornut
0bde57c25a Font, Misc: remove qualifier from most font functions.
Fixed ClearOutputData() not clearing Used4kPagesMap (mostly harmless).
2024-10-29 11:48:37 +01:00
ocornut
ee1deccc08 Backends: Win32 + Viewports: remove current context change from ImGui_ImplWin32_WndProcHandler_PlatformWindow().
Amend fedf45c + cba656a. Amend 416cfdb9.
2024-10-28 17:41:56 +01:00
ocornut
9d6ec825cb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2024-10-28 17:27:38 +01:00
ocornut
3b8c7d0326 Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586)
+ GetIOEx(). Amend fedf45c + cba656a. Amend 416cfdb9.
2024-10-28 17:22:17 +01:00
ocornut
fedf45c77e Backends: Win32 + Viewports: tweak ImGui_ImplWin32_WndProcHandler_PlatformWindow() to be easier to rework in a parallal friendly way. (#8069) 2024-10-28 17:11:37 +01:00
ocornut
d67e2eea1a Backends: Win32: internal rename. 2024-10-28 16:44:32 +01:00
ocornut
81b689b969 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 2024-10-28 15:52:37 +01:00
ocornut
81cfe09657 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) 2024-10-28 15:45:46 +01:00
ocornut
646df39003 Examples: added SDL3+Vulkan example - enable multi-viewports. (#8084, #8085) 2024-10-24 18:18:42 +02:00
ocornut
942b64abfc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-10-24 18:15:51 +02:00
ocornut
ccb6646bae Examples: added SDL3+Vulkan example. (#8084, #8085) 2024-10-24 18:09:27 +02:00
ocornut
1039b7f543 Examples: added more build_win64.bat helpers. 2024-10-24 18:09:25 +02:00
ocornut
a908d73c16 Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) 2024-10-24 17:24:47 +02:00
Ronan Cailleau
943e26b16b Backends: SDL3: secondary viewports SDL_WindowFlags only inherit SDL_WINDOW_HIGH_PIXEL_DENSITY from the main window. (#8098, #2306)
Amend a526ff8c (#6146)
2024-10-24 17:14:10 +02:00
Nicolas Chavez
b4033b37ad Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) 2024-10-24 14:59:06 +02:00
Eugene Sandulenko
a855bd8df3 Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 2024-10-24 14:52:25 +02:00
ocornut
06092a9756 Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463)
Ref https://github.com/libsdl-org/SDL/issues/10454#issuecomment-2434187317
2024-10-24 14:47:23 +02:00
Eugene Sandulenko
062e580436 Fixed copy/paste error in DebugModeWindow() (#8094) 2024-10-24 09:26:57 +02:00
ocornut
4994e75852 Backends: DX12: Unmap() call specify written range.
The range is informational and may be used by debug tools.
2024-10-23 12:40:20 +02:00
ocornut
41f02825fc Version 1.91.5 WIP 2024-10-23 12:16:28 +02:00
ocornut
c71e4e8c7c Merge branch 'master' into docking 2024-10-18 22:04:08 +02:00
ocornut
99109c0b3b Amend Changelog, oops didn't get it in the previous commit. 2024-10-18 22:04:03 +02:00
ocornut
83b64b8be2 Version 1.91.4 2024-10-18 21:45:36 +02:00
ocornut
4e2126ee44 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_widgets.cpp
2024-10-18 18:59:27 +02:00
ocornut
ab9ce2a927 Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787)
Note: the NavCursorHideFrames addition is to support 88a354585 even though ConfigNavCursorVisibleAlways is set.
2024-10-18 18:54:46 +02:00
ocornut
3982cb35dc Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 2024-10-18 18:49:44 +02:00
ocornut
1ff9768aa3 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 2024-10-18 18:49:44 +02:00
ocornut
634a7ed988 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059)
+ Further internal renaming for consistency.
2024-10-18 18:49:44 +02:00
ocornut
0bae2db77f Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav.
Considering adding NavHighlightItemUnderMouse as well, but would require to resolve quite a few ambiguities and for a feature we don't have yet.
2024-10-18 18:49:44 +02:00
ocornut
0536ace2b6 Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
+ referenced in #8057, #3882, #3411, #2155, #3351, #4722, #1658, #4050.
2024-10-18 18:49:43 +02:00
ocornut
23b655f8e3 Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 2024-10-18 18:49:43 +02:00
ocornut
7a56b41124 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) 2024-10-18 18:49:43 +02:00
ocornut
db26fe7ca8 Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071)
Caused by 21d03edcb
2024-10-18 12:35:19 +02:00
ocornut
604f2fa84a InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065)
It was never correctly supported. Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit().
2024-10-17 15:42:11 +02:00
ocornut
38617a5ad3 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 2024-10-17 15:38:00 +02:00
ocornut
0f6a463fae Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. 2024-10-17 15:16:05 +02:00
ocornut
e6b5cafe65 Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 2024-10-17 15:11:35 +02:00
ocornut
706438a43c Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064)
83ecc84 was too not supporting widgets using ItemHoverable() directly + too complex.
Revert 83ecc84 in ButtonBehavior(), reimplement in UpdateMouseMovingWindowEndFrame()>
2024-10-17 11:39:23 +02:00
Pascal Thomet
04d9a04557 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607)
See #7927 for details.
2024-10-17 11:01:59 +02:00
ocornut
83ecc846dc Disabled: clicking a disabled item focuses parent window. (#8064) 2024-10-16 20:25:48 +02:00
ocornut
67e5f3505d InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 2024-10-16 19:56:20 +02:00
DOTTEL Gaël
971d243a87 Fixed typo (#8063) 2024-10-15 11:35:34 +02:00
ocornut
49a9eee33f Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924)
+ Removed obsolete header checks for IMGUI_DISABLE_METRICS_WINDOW.
2024-10-15 10:45:10 +02:00
ocornut
b0185efd24 Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
Regression in 1.91.3 commit 5109a77.
2024-10-14 19:36:50 +02:00
ocornut
50de550ecd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
Regression in 1.91.3 commit 5109a77.
2024-10-14 19:34:23 +02:00
ocornut
514a97a9b7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdlrenderer2.cpp
#	backends/imgui_impl_sdlrenderer2.h
#	backends/imgui_impl_sdlrenderer3.cpp
#	backends/imgui_impl_sdlrenderer3.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_demo.cpp
2024-10-14 19:23:23 +02:00
ocornut
42f47590f9 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation.
+ Backends: comments.
2024-10-14 19:22:05 +02:00
ocornut
fcdd58757a Backends: comments. 2024-10-14 19:13:04 +02:00
ocornut
97da66209c Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 2024-10-14 19:03:33 +02:00
ocornut
462d167456 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057)
Not fully honored in ItemHoverable/IsItemHovered, seems more destructive. This is mostly designed to avoid rectangle being rendered by large InvisibleButton() when ctrl+tabbing back to a window with a big one.
2024-10-14 17:57:51 +02:00
ocornut
ad37b79bca Nav: shallow tidying up. 2024-10-14 17:57:51 +02:00
ocornut
626d358e55 Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) 2024-10-14 17:10:36 +02:00
ocornut
b001038901 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200)
+ pressing escape to hide nav highlight doesn't clear location from when ctrl+tabbing back into same window later.
2024-10-14 16:57:34 +02:00
ocornut
ba5161740e Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) 2024-10-14 16:52:25 +02:00
ocornut
d885fe4dd0 (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 2024-10-14 15:29:24 +02:00
ocornut
349af8766c InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417)
+ Nav comments (#8059)
2024-10-14 13:53:13 +02:00
ocornut
20ae8bd4c3 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) 2024-10-14 10:22:24 +02:00
ocornut
c4bc674482 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
+ Retroactively add missing changelog item in 1.90
+ Backends: Vulkan: use GetTexID() for consistency.
2024-10-11 15:31:17 +02:00
ocornut
98d52b7b26 DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) 2024-10-11 13:29:13 +02:00
ocornut
f29e505d94 CI: remove --disableLicenseExpirationCheck. 2024-10-09 17:14:44 +02:00
ocornut
a0b811dd37 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 2024-10-09 16:39:36 +02:00
ocornut
9fbc313459 InputText: amend 661bba0. (#8048) 2024-10-09 14:02:28 +02:00
ocornut
661bba09ce InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) 2024-10-09 13:54:39 +02:00
ocornut
22503bfe75 Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable after initialization. (#5371) 2024-10-08 20:47:24 +02:00
ocornut
f3d242a90d Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) 2024-10-08 19:45:58 +02:00
ocornut
c3629adbeb Backends: Metal: fixed ImTextureID cast. (#1641)
Amend 92b9498
2024-10-08 14:34:41 +02:00
ocornut
6b8accbfa1 Fixed building when defining ImTextureID to a multi-token name. (#1641)
Amend 92b9498
2024-10-08 14:29:21 +02:00
ocornut
92b94980c6 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 2024-10-08 14:21:44 +02:00
ocornut
19b494df89 Examples: DirectX12: update Windows SDK version.
(VS2015 doesn't support latest)
2024-10-08 12:38:02 +02:00
ocornut
f890d85381 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590
Amend e94f95d
2024-10-07 22:12:09 +02:00
ocornut
fa9277d12d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	imgui.h
2024-10-07 22:05:57 +02:00
ocornut
42206b3d51 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 2024-10-07 22:02:55 +02:00
ocornut
74dd38d27c Backends: Vulkan: fixed warnings when building in 32-bit mode. 2024-10-07 21:53:46 +02:00
ocornut
e94f95d82b Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 2024-10-07 21:45:19 +02:00
ocornut
9bd5d8a240 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'.
This is likely to trigger merging issues. If it does, best to always get "theirs" and rename in there.
2024-10-07 17:57:11 +02:00
ocornut
1dde20ff4a Version 1.91.4 WIP 2024-10-07 17:39:28 +02:00
ocornut
b4c96355c9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-04 15:43:05 +02:00
ocornut
cb16568fca Version 1.91.3 2024-10-04 15:42:45 +02:00
ocornut
8db126188d Fixed static analyser warning. Amend b3c8747 2024-10-03 17:32:05 +02:00
ocornut
3d399bceca Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669) 2024-10-03 16:49:38 +02:00
ocornut
b3c87475a5 Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) 2024-10-03 16:26:44 +02:00
ocornut
3293ef8bbc Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports. (#7979, #5725) 2024-10-03 12:04:54 +02:00
ocornut
02b9797696 Backends: SDL3: fixes use of now removed SDL_bool. 2024-10-03 11:56:14 +02:00
ocornut
e80498f5e7 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-03 11:33:26 +02:00
ocornut
5109a77f69 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036) 2024-10-03 11:18:59 +02:00
ocornut
014b722963 Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036) 2024-10-03 11:18:59 +02:00
ocornut
f0575411c0 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
E.g. it would otherwise appear when releasing a color button payload.
2024-10-02 15:24:41 +02:00
ocornut
004f03945f TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
Amend 655fcf8
2024-09-30 20:01:06 +02:00
ocornut
655fcf8287 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 2024-09-30 19:40:16 +02:00
ocornut
03f007d4cd Comments (#1651) 2024-09-30 14:31:51 +02:00
ocornut
29cff2be06 Silence PVS Studio static analyzer false positives. 2024-09-28 16:54:45 +02:00
ocornut
793773209b Comments. Fixed warnings. 2024-09-27 19:37:48 +02:00
ocornut
ba14c70b02 Comments. Fixed warnings. 2024-09-27 19:28:54 +02:00
ocornut
d1ea03b872 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2024-09-27 19:03:25 +02:00
ocornut
199a44e31e Error Handling: fixed not rewinding to recorded tree and id stack size (#1651) 2024-09-27 19:00:57 +02:00
ocornut
30c29d291f Error Handling: enabled experimental recovery systems. (#1651, #5654)
Setup a couple of features to configure them, including ways to display error tooltips instead of assserting.
2024-09-27 19:00:56 +02:00
ocornut
8776678a46 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654)
This commit is not meant to be functional as-is (it will break test engine recovery). This is mostly to reduce/remove noise from upcoming commits.
2024-09-27 19:00:56 +02:00
ocornut
718a594b1e Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR(). (#1651, #5654) 2024-09-27 19:00:56 +02:00
ocornut
2360061520 Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654) 2024-09-27 19:00:56 +02:00
ocornut
26785fd873 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx().
This allows using FindHoveredWindowEx() from anywhere in the frame.
2024-09-27 15:06:05 +02:00
ocornut
797101a882 Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020) 2024-09-26 14:58:56 +02:00
ocornut
9644c51183 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651)
+ Comments
2024-09-25 18:59:08 +02:00
ocornut
d0107f5da2 Internals: misc tweaks to facilitate branch merging. 2024-09-24 21:59:51 +02:00
ocornut
aa81272900 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2024-09-24 20:31:26 +02:00
ocornut
726aad8e08 Refactor: moved ImGuiContext contructor to imgui.cpp 2024-09-24 20:24:51 +02:00
ocornut
44a73be6ea TestEngine: log calls don't need testing hook active.
Docs: tweak comments on BeginDisabled(false)/EndDisabled() pairs.
2024-09-24 20:22:53 +02:00
ocornut
bc77041b57 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651) 2024-09-23 16:45:28 +02:00
ocornut
d7cedd648b Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008) 2024-09-23 14:03:36 +02:00
Mark Sibly
7f81fbc542 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010) 2024-09-23 13:56:21 +02:00
ocornut
10fe2b674a Merge branch 'master' into docking 2024-09-20 18:43:48 +02:00
ocornut
fb410463e6 Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328) 2024-09-20 18:40:32 +02:00
ocornut
a727332e77 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328) 2024-09-20 18:08:13 +02:00
ocornut
4aeae5d718 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS. 2024-09-20 17:27:51 +02:00
ocornut
d0750ee4e7 Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651)
(doesn't affect test engine hook for it as trailing \n are trimmed anyhow)
2024-09-20 17:09:33 +02:00
ocornut
0af2c4ef76 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999) 2024-09-19 16:02:23 +02:00
ocornut
faca859043 Version 1.91.3 WIP 2024-09-19 15:51:06 +02:00
ocornut
bc77cccd31 Merge branch 'master' into docking 2024-09-19 14:52:43 +02:00
ocornut
a9f72ab681 Version 1.91.2 2024-09-19 14:47:13 +02:00
ocornut
42272505c9 Backends: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) 2024-09-19 14:25:01 +02:00
ocornut
cfae5ac71b Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)
Backends: Win32: Refactor ImGui_ImplWin32_KeyEventToImGuiKey() logic.
Ref #7672
2024-09-19 14:10:00 +02:00
ocornut
ae8688974b Merge branch 'master' into docking 2024-09-17 21:08:03 +02:00
ocornut
f7ba645398 InputText: fixed not filling callback's SelectionEnd. (#7925)
Broken by abd07f6
2024-09-17 21:07:15 +02:00
ocornut
e648dbb59d Tables: fixed auto-width columns when using synced-instances of same table. (#7218)
Amend d3c3514a5
2024-09-17 20:34:54 +02:00
ocornut
6aade6912a Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. 2024-09-17 18:52:12 +02:00
ocornut
dad9f45e3e Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369) 2024-09-17 18:27:31 +02:00
ocornut
71714eab53 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) 2024-09-17 18:09:02 +02:00
ocornut
11fba027e5 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) 2024-09-17 16:36:19 +02:00
RT2
1ab1e3c656 Backends: SDL3: rework implementation of ImGuiViewportFlags_NoTaskBarIcon. (#7989) 2024-09-17 16:07:42 +02:00
ocornut
6ce26ef11d AddFont: added assert to better detect uninitialized struct. (#7993) 2024-09-17 12:25:21 +02:00
ocornut
08b1496b7e Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2024-09-16 17:25:57 +02:00
ocornut
8ba7efb738 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 2024-09-16 17:23:33 +02:00
Aaron C Gaudette
1ac162f2b0 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523) 2024-09-16 16:26:13 +02:00
ocornut
4925695ae8 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925) 2024-09-16 14:52:42 +02:00
ocornut
7ac50bf77d InputText: more tidying up of selection search loop. 2024-09-16 14:42:58 +02:00
ocornut
aef07aea27 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode) 2024-09-16 14:36:25 +02:00
ocornut
b53d91a4c4 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925) 2024-09-16 14:15:43 +02:00
ocornut
44a74509af Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() on windows created by application (typically main viewport). 2024-09-16 13:56:25 +02:00
ocornut
510b6adc9b CI: disable month-long PVS Studio warning about expiring licence. 2024-09-16 12:09:14 +02:00
ocornut
8040c02b32 Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (#7985)
Amend 967073ba3
2024-09-16 12:05:25 +02:00
ocornut
dab63231d8 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. 2024-09-16 11:19:05 +02:00
ocornut
8326dabe5e Merge branch 'master' into docking 2024-09-12 23:19:26 +02:00
ocornut
4d00bf8add MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
See "widgets_multiselect_boxselect_2" test.
2024-09-12 23:13:32 +02:00
Yan Pujante
6dcb7be35f CI: amend build tests for emscripten (#7965)
+ Backends: GLFW: minor preemptive fix.
2024-09-12 20:23:01 +02:00
Yan Pujante
ac2ad79812 Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) 2024-09-12 19:50:50 +02:00
RT2
484764860d Backends: SDL3: added support for viewport->ParentViewportId field to support parenting windows at OS level. (#7973) 2024-09-12 19:35:31 +02:00
David Briscoe
52a6ab44b1 Doc: Fix typo. (#7974) 2024-09-12 19:24:37 +02:00
ocornut
dc6346b763 Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976)
Amend 0f63d3e9
2024-09-12 19:22:09 +02:00
ocornut
8807b01b28 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925) 2024-09-11 14:46:29 +02:00
ocornut
19accb14a9 InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925)
Refer to imgui_test_suite for tests.
2024-09-11 14:46:29 +02:00
ocornut
3d1e593b5b InputText: amends: fixed next/prev word implementation. (#7925)
+ replace IMSTB_TEXTEDIT_GETPREVCHARINDEX code with ImTextFindPreviousUtf8Codepoint().
2024-09-11 14:46:29 +02:00
ocornut
e240bc151a InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925) 2024-09-11 14:46:29 +02:00
ocornut
1674fe96ff InputText: amends: add stb_textedit_text() api. (#7925)
It seems sensible to push this change in stb_textedit repo eventually.
2024-09-11 14:46:29 +02:00
ocornut
d1b7817959 InputText: amends: renames, coding style. (#7925) 2024-09-11 14:46:29 +02:00
alektron
abd07f6d30 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925)
WIP (requires subsequent commits for fixes)
2024-09-11 14:46:29 +02:00
ocornut
68aa9a86ec Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
2024-09-10 16:29:14 +02:00
ocornut
67cd4ead65 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
Also #74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, #7472, #7581, #7724, #7926, #7937 and probably more.. Tagging to increase visibility!
2024-09-10 15:40:37 +02:00
Pascal Thomet
a8eec24405 Demo: fix some id conflicts. (#7961) 2024-09-09 21:07:29 +02:00
scribam
4236bc088f Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190) 2024-09-09 17:33:28 +02:00
ocornut
7694e89e89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-09-09 16:54:40 +02:00
ocornut
15cb7d61f9 InputText: moved imstb_textedit.h include to imgui_widgets.cpp 2024-09-09 16:52:16 +02:00
ocornut
ca5701d458 InputText: moved all ImGuiInputTextState functions to not be inline. 2024-09-09 16:29:47 +02:00
ocornut
21d03edcb0 InputText: renamed namespace from stb_texture structure and added an indirection. 2024-09-09 16:22:55 +02:00
ocornut
a2366f9022 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660) 2024-09-06 11:45:32 +02:00
ocornut
a5cf4fe374 InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. 2024-09-05 20:45:07 +02:00
ocornut
d16cb171c6 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369) 2024-09-05 20:16:37 +02:00
ocornut
193c1e2366 Version 1.91.2 WIP 2024-09-05 20:03:23 +02:00
ocornut
d0b742efde CI: build with Clang C++26 on Linux. (#7954) 2024-09-05 15:30:29 +02:00
ocornut
4a1a38f7ed CI: Amend 943fd21. 2024-09-05 15:28:41 +02:00
ocornut
943fd216ec CI: Amend e3cb016. 2024-09-05 15:19:04 +02:00
ocornut
e3cb016328 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954) 2024-09-05 15:15:49 +02:00
CrackedMatter
41eebc87a0 Fixed C++26 invalid enum operation (#7954) 2024-09-05 12:04:28 +02:00
ocornut
f63c95a076 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-09-04 16:58:44 +02:00
ocornut
1dfbb100d6 Version 1.91.1 2024-09-04 16:53:43 +02:00
ocornut
f75cf62d2f Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933)
TableGetMaxColumnWidth() was using MinX from previous column. Storing info in column. Still incorrect interleaved data for multi-instances but it covers majority of use cases.
2024-09-04 15:46:24 +02:00
ocornut
8dd33839f0 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933)
Was reading ClipRect from last frame.
2024-09-04 15:24:22 +02:00
ocornut
722a2a12fb Tables: comments. (#7937) 2024-09-04 14:42:00 +02:00
ocornut
776813416b PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072) 2024-09-03 21:55:26 +02:00
ocornut
afb15e9795 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072) 2024-09-03 21:49:35 +02:00
ocornut
f99febfd6f Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143)
Perhaps a better approach would be to: store last non-zero ID + count successive zero ID and combine then.
2024-09-03 21:19:25 +02:00
ocornut
a93f7db875 Misc merge/small stuff from docking to reduce drift.
Among other things:
- merged cfd23957 (#7940, #7823), also see ac64b6563 (#6716): moved above on 2023/08/14 in both branches.
- moving the RenderDimmedBackgrounds() call, from f422e782, see 676497fe intently undoing ac64b65 -> confusing. (#6716)
2024-09-03 20:55:00 +02:00
ocornut
6d70c2dc73 Viewports: fixed misuse of inset_max.y, which typically would have broken using BeginViewportSideBar() with ImGuiDir_Down, regression from 1.91.0. (#7940, #7823)
Amend cfd23957f
2024-09-03 20:02:04 +02:00
Yan Pujante
30dcdcbe73 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660) 2024-09-03 19:32:00 +02:00
Yan Pujante
07be01767a Demo: added emscripten version. (#7915) 2024-09-03 19:26:29 +02:00
ocornut
6af9ac29ec Backends: SDL3: following SDL3 reverting their change, result of SDL_GetDisplays() must be freed. (#7809)
Reverts 271910e
2024-09-03 19:13:45 +02:00
ocornut
4832027eb6 Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. 2024-09-03 19:11:51 +02:00
Matt Guerrette
6a7319543c Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807) 2024-09-03 18:50:10 +02:00
ocornut
ee9e3a2ed6 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
+ Debug Log: add details about closed popups.
2024-09-03 18:34:18 +02:00
omar
4a06fe59b4 Update FONTS.md (#7944) 2024-09-03 15:32:40 +02:00
James Wrigley
28caa22356 Fix minor typo (#7943) 2024-09-03 00:50:20 +02:00
tanoxyz
1d88609043 Changed call from cosf to ImCos (#7939) 2024-09-01 11:40:48 +02:00
ocornut
226e0d579d Fixed duplicate declaration of GetPlatformIO() in header. (#7917) 2024-08-25 15:07:36 +02:00
ocornut
8c4dceba08 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 2024-08-23 19:40:47 +02:00
ocornut
4fc187dc60 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-08-23 19:19:22 +02:00
ocornut
864a2bf6b8 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) 2024-08-23 19:12:54 +02:00
ocornut
a131c3e611 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752) 2024-08-23 18:24:44 +02:00
ocornut
947961b7b4 Fixed Clang17 C++26 warning. (#7383)
Unable to repro locally for now.
2024-08-23 15:51:05 +02:00
ocornut
0b9adc2c79 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders.
Amend 7713c2925 + renamed similar argument in other functions.
2024-08-23 15:28:42 +02:00
ocornut
1e939fcc32 Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973) 2024-08-23 14:56:09 +02:00
BillKek
088e6fc047 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544) 2024-08-23 14:19:36 +02:00
ocornut
438f9e1a3e InputText: amend d474ed7 for static analysis. (#7913) 2024-08-23 14:14:11 +02:00
Mark Jansen
ce484301c0 CI: Add manual trigger for 'workflow_run' builds (#7865) 2024-08-23 14:12:18 +02:00
ocornut
d474ed7f78 InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383) 2024-08-23 12:47:40 +02:00
ocornut
8b37da74db Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:28:30 +02:00
ocornut
d15da2c47d Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:27:50 +02:00
ocornut
fed4841bd4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-08-22 20:26:59 +02:00
ocornut
5de7f69cbb (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390) 2024-08-22 20:12:23 +02:00
ocornut
214977e5fd IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn. 2024-08-22 20:12:23 +02:00
ocornut
e54f240ea0 IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278) 2024-08-22 20:12:12 +02:00
ocornut
9ff60ae31d IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660) 2024-08-22 20:11:55 +02:00
ocornut
ba2f4a2cd5 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660) 2024-08-22 20:11:36 +02:00
ocornut
e6460722ea IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty. 2024-08-22 18:17:42 +02:00
ocornut
8e40104795 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString(). 2024-08-22 18:13:34 +02:00
ocornut
bf75504d7a Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
+ tweak existing function to early out on error.
2024-08-22 13:55:42 +02:00
ocornut
521f84a3a9 InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
Amend 66f0fb986, c5db276521
2024-08-21 14:26:53 +02:00
ocornut
8a946b69e9 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode).
See https://github.com/ocornut/imgui_club/pull/46
2024-08-21 13:26:33 +02:00
Pavel Rojtberg
59e69dc6df ImGuiSelectionBasicStorage constructor needs visibility (#7906) 2024-08-21 09:14:52 +02:00
ocornut
e471206b08 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) 2024-08-20 17:54:42 +02:00
ocornut
eb7201b902 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) 2024-08-20 15:37:12 +02:00
ocornut
ecb1962013 IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features. 2024-08-20 12:15:54 +02:00
ocornut
092c88dc7b IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
Amend fa2b318d. Refer to regression test "inputs_io_inputqueue" amended for IMGUI_VERSION_NUM >= 19102
2024-08-19 19:02:27 +02:00
ocornut
fabceaf036 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit. 2024-08-19 18:28:56 +02:00
ocornut
61313a7589 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832) 2024-08-19 16:31:49 +02:00
ocornut
ea01c63e36 Backends: SDL2, SDL3: amend filtering logic for it to work with multi-viewports. (#7853) 2024-08-19 14:46:53 +02:00
ocornut
24b077c7f8 Merge branch 'master' into docking (multi-viewport broken until next commit)
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-08-19 14:44:35 +02:00
ocornut
2d99052d1d Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853)
This will be used to support filtering of events with multi-viewports.
2024-08-19 14:43:43 +02:00
ocornut
1b61d55079 Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
2024-08-19 14:43:40 +02:00
Anonymous Maarten
591a18a9c4 Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) 2024-08-19 13:54:39 +02:00
ocornut
65840c19c4 Backends: SDL2, SDL3, Win32: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902)
I am not too confident on this but I believe pushing this is the fastest way we will get feedback.
2024-08-19 12:19:06 +02:00
RT2
fa65dcf24c Backends: SDL2, SDL3: Replace Win32 hack with SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN hint. (#7896) 2024-08-19 12:15:29 +02:00
Nicolas Noble
fbafc33376 Backends: GLFW: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902) 2024-08-19 11:51:53 +02:00
ocornut
29fadad193 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) 2024-08-13 14:30:35 +02:00
lunarlattice
45e7f7827a Examples: SDL2+SDLRenderer: fixed return value. (#7876) 2024-08-09 12:27:38 +02:00
ocornut
7b6314f47d Viewports: don't call platform_io.Platform_GetWindowWorkAreaInsets() before window creation. (#7823)
Amend a18f020
2024-08-07 16:55:56 +02:00
ocornut
3232070d3a Demo: Fixed truncation warning. (#7857) 2024-08-07 12:48:13 +02:00
Mark Jansen
4b654db904 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864) 2024-08-06 20:27:23 +02:00
ocornut
8cc6eee295 Fonts: amend assert when glyph range data seems incorrect. (#7856) 2024-08-03 15:25:47 +02:00
ocornut
6864a7f839 Window refresh policy: extend tests to any window in the begin stack. (#7797) 2024-08-01 22:40:09 +02:00
ocornut
531364d728 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797)
Amend d4495446d. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
2024-08-01 22:26:12 +02:00
ocornut
a18f020072 Viewports: added platform_io.Platform_GetWindowWorkAreaInsets() hook. (#7823) 2024-08-01 19:10:22 +02:00
ocornut
d8c98c8c14 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-08-01 19:07:53 +02:00
ocornut
cfd23957fb Viewports: rework viewport's WorkOffset (positive top-left, negative top-right0 into WorkInset (positive everywhere). (#7823) 2024-08-01 19:04:46 +02:00
ocornut
9f8f5e1145 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850) 2024-08-01 17:28:47 +02:00
ocornut
2981a10c53 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850) 2024-08-01 17:16:13 +02:00
Mark Jansen
5e7dc72c92 Examples: SDL3: Update readme to use SDL3_DIR (#7846) 2024-08-01 00:04:34 +02:00
ocornut
fd57b252ac Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844)
Amend 8874787, 71ee2ce
Amend ea39841f (emscripten_mainloop_stub.h)
2024-07-31 17:47:38 +02:00
ocornut
71ee2ce367 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper.
2024-07-31 17:33:24 +02:00
ocornut
887478793b Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) 2024-07-31 17:11:13 +02:00
ocornut
dcf54782d4 Version 1.91.WIP 2024-07-31 16:34:28 +02:00
91 changed files with 5697 additions and 2733 deletions

View File

@@ -8,6 +8,7 @@ on:
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
- manual
branches:
- master
- docking
@@ -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'
@@ -207,7 +218,7 @@ 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@v4
@@ -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'
@@ -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'
@@ -470,7 +516,7 @@ 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@v4
@@ -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: |
@@ -489,15 +536,28 @@ jobs:
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_glfw_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_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@v4

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

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
@@ -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).
@@ -147,14 +150,14 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawList* draw_list = draw_data->CmdLists[n];
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(cmd_list->VtxBuffer.Size);
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
vertices.resize(draw_list->VtxBuffer.Size);
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
const ImDrawVert* src_v = &draw_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
@@ -164,21 +167,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// FIXME-OPT: Allegro doesn't support 16-bit indices.
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
bd->BufIndices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
indices = (const int*)draw_list->IdxBuffer.Data;
}
#else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
vertices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
@@ -186,9 +189,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -196,7 +199,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -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 +304,16 @@ 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);
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@@ -448,9 +453,9 @@ 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;

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:

View File

@@ -2,7 +2,7 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// [ ] Platform: Clipboard support.

View File

@@ -2,7 +2,7 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// [ ] Platform: Clipboard support.

View File

@@ -17,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -82,11 +83,11 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
}
// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();
static void ImGui_ImplDX10_InitMultiViewportSupport();
static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
@@ -98,26 +99,26 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
device->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr);
device->IASetInputLayout(bd->pInputLayout);
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device->VSSetShader(bd->pVertexShader);
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device->PSSetShader(bd->pPixelShader);
device->PSSetSamplers(0, 1, &bd->pFontSampler);
device->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device->RSSetState(bd->pRasterizerState);
}
// Render function
@@ -128,7 +129,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* ctx = bd->pd3dDevice;
ID3D10Device* device = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
@@ -142,7 +143,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
@@ -156,7 +157,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
@@ -167,11 +168,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->Unmap();
@@ -223,24 +224,24 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
};
BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
device->PSGetShader(&old.PS);
device->VSGetShader(&old.VS);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
ImGui_ImplDX10_SetupRenderState(draw_data, device);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -249,18 +250,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
ImGui_ImplDX10_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -272,34 +273,34 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX10_CreateFontsTexture()
@@ -353,9 +354,9 @@ static void ImGui_ImplDX10_CreateFontsTexture()
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
@@ -565,8 +566,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX10_InitPlatformInterface();
ImGui_ImplDX10_InitMultiViewportSupport();
return true;
}
@@ -576,7 +577,7 @@ void ImGui_ImplDX10_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_ShutdownMultiViewportSupport();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
@@ -703,7 +704,7 @@ static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitPlatformInterface()
void ImGui_ImplDX10_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
@@ -713,7 +714,7 @@ void ImGui_ImplDX10_InitPlatformInterface()
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownPlatformInterface()
void ImGui_ImplDX10_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -27,7 +27,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -17,12 +18,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@@ -83,11 +86,11 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
}
// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();
static void ImGui_ImplDX11_InitMultiViewportSupport();
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
@@ -99,29 +102,29 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
device_ctx->RSSetViewports(1, &vp);
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->IASetInputLayout(bd->pInputLayout);
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
device_ctx->GSSetShader(nullptr, nullptr, 0);
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device_ctx->RSSetState(bd->pRasterizerState);
}
// Render function
@@ -132,7 +135,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
@@ -165,28 +168,28 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
@@ -201,7 +204,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(bd->pVertexConstantBuffer, 0);
device->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
@@ -231,26 +234,34 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
ImGui_ImplDX11_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -259,18 +270,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
ImGui_ImplDX11_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -282,36 +293,37 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_CreateFontsTexture()
@@ -365,9 +377,9 @@ static void ImGui_ImplDX11_CreateFontsTexture()
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
@@ -580,8 +592,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX11_InitPlatformInterface();
ImGui_ImplDX11_InitMultiViewportSupport();
return true;
}
@@ -592,7 +603,7 @@ void ImGui_ImplDX11_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_ShutdownMultiViewportSupport();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
@@ -720,7 +731,7 @@ static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitPlatformInterface()
static void ImGui_ImplDX11_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
@@ -730,7 +741,7 @@ static void ImGui_ImplDX11_InitPlatformInterface()
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
}
static void ImGui_ImplDX11_ShutdownPlatformInterface()
static void ImGui_ImplDX11_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -20,6 +21,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
// 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);
@@ -28,7 +30,17 @@ IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,17 +4,10 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// To build this on 32-bit systems:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -26,6 +19,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
// 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)
@@ -171,7 +168,7 @@ static void ImGui_ImplDX12_InitPlatformInterface();
static void ImGui_ImplDX12_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -201,7 +198,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
ctx->RSSetViewports(1, &vp);
command_list->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
@@ -211,21 +208,21 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
ctx->IASetVertexBuffers(0, 1, &vbv);
command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->SetPipelineState(bd->pPipelineState);
ctx->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
command_list->IASetIndexBuffer(&ibv);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list->SetPipelineState(bd->pPipelineState);
command_list->SetGraphicsRootSignature(bd->pRootSignature);
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendFactor(blend_factor);
command_list->OMSetBlendFactor(blend_factor);
}
template<typename T>
@@ -237,7 +234,7 @@ static inline void SafeRelease(T*& res)
}
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
@@ -297,9 +294,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
// Upload vertex/index data into a single contiguous GPU buffer
// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
void* vtx_resource, *idx_resource;
D3D12_RANGE range;
memset(&range, 0, sizeof(D3D12_RANGE));
D3D12_RANGE range = { 0, 0 };
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
return;
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
@@ -308,17 +305,30 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
fr->VertexBuffer->Unmap(0, &range);
range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
fr->IndexBuffer->Unmap(0, &range);
// Setup desired DX state
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -327,18 +337,18 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -348,18 +358,21 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw
// Apply scissor/clipping rectangle
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
command_list->RSSetScissorRects(1, &r);
// Bind texture, Draw
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
texture_handle.ptr = (UINT64)pcmd->GetTexID();
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
}
static void ImGui_ImplDX12_CreateFontsTexture()
@@ -508,14 +521,6 @@ static void ImGui_ImplDX12_CreateFontsTexture()
}
// Store our identifier
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
}
@@ -552,9 +557,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.MipLODBias = 0.f;
staticSampler.MaxAnisotropy = 0;
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;

View File

@@ -4,11 +4,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -30,8 +28,7 @@ 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
// Before calling the render function, caller must prepare the command 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.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
@@ -41,7 +38,16 @@ IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device* Device;
ID3D12GraphicsCommandList* CommandList;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -17,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@@ -79,8 +80,8 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
}
// Forward Declarations
static void ImGui_ImplDX9_InitPlatformInterface();
static void ImGui_ImplDX9_ShutdownPlatformInterface();
static void ImGui_ImplDX9_InitMultiViewportSupport();
static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
@@ -96,41 +97,45 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp);
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
device->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(nullptr);
bd->pd3dDevice->SetVertexShader(nullptr);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetPixelShader(nullptr);
device->SetVertexShader(nullptr);
device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
device->SetRenderState(D3DRS_ZENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
device->SetRenderState(D3DRS_FOGENABLE, FALSE);
device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
device->SetRenderState(D3DRS_CLIPPING, TRUE);
device->SetRenderState(D3DRS_LIGHTING, FALSE);
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@@ -148,9 +153,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
device->SetTransform(D3DTS_WORLD, &mat_identity);
device->SetTransform(D3DTS_VIEW, &mat_identity);
device->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
@@ -161,51 +166,53 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Create and grow buffers if needed
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = nullptr;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
IDirect3DStateBlock9* state_block = nullptr;
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
if (state_block->Capture() < 0)
{
d3d9_state_block->Release();
state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
device->GetTransform(D3DTS_WORLD, &last_world);
device->GetTransform(D3DTS_VIEW, &last_view);
device->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
d3d9_state_block->Release();
state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
d3d9_state_block->Release();
state_block->Release();
return;
}
@@ -215,9 +222,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
@@ -228,14 +235,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
bd->pd3dDevice->SetIndices(bd->pIB);
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
device->SetIndices(bd->pIB);
device->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
@@ -247,10 +254,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -258,7 +265,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -268,16 +275,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw
// Apply scissor/clipping rectangle
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
bd->pd3dDevice->SetTexture(0, texture);
bd->pd3dDevice->SetScissorRect(&r);
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
device->SetTexture(0, texture);
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
@@ -286,13 +295,13 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// Restore the DX9 transform
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view);
device->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
state_block->Apply();
state_block->Release();
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
@@ -311,8 +320,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX9_InitPlatformInterface();
ImGui_ImplDX9_InitMultiViewportSupport();
return true;
}
@@ -323,7 +331,7 @@ void ImGui_ImplDX9_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_ShutdownPlatformInterface();
ImGui_ImplDX9_ShutdownMultiViewportSupport();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
@@ -537,7 +545,7 @@ static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitPlatformInterface()
static void ImGui_ImplDX9_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
@@ -547,7 +555,7 @@ static void ImGui_ImplDX9_InitPlatformInterface()
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownPlatformInterface()
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. 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'.
@@ -21,9 +21,20 @@
// - 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)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - 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.
@@ -104,6 +115,9 @@
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
@@ -159,6 +173,8 @@ struct ImGui_ImplGlfw_Data
double Time;
GLFWwindow* MouseWindow;
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool MouseIgnoreButtonUpWaitForFocusLoss;
bool MouseIgnoreButtonUp;
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
@@ -198,23 +214,17 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
static void ImGui_ImplGlfw_InitMultiViewportSupport();
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
// 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);
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;
@@ -360,6 +370,10 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackMousebutton(window, button, action, mods);
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
return;
ImGui_ImplGlfw_UpdateKeyModifiers(window);
ImGuiIO& io = ImGui::GetIO();
@@ -382,6 +396,7 @@ 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_USE_EMBEDDED_GLFW3)
@@ -432,7 +447,7 @@ 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)
}
@@ -443,6 +458,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackWindowFocus(window, focused);
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
@@ -578,7 +597,11 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
}
#ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#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)
@@ -605,11 +628,11 @@ 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__
io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
// Create mouse cursors
@@ -642,7 +665,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// 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);
@@ -656,8 +680,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#else
IM_UNUSED(main_viewport);
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplGlfw_InitPlatformInterface();
ImGui_ImplGlfw_InitMultiViewportSupport();
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
@@ -666,6 +689,23 @@ 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;
}
@@ -691,7 +731,7 @@ void ImGui_ImplGlfw_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownPlatformInterface();
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
@@ -736,7 +776,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
#endif
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
@@ -902,6 +942,8 @@ 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"
@@ -934,6 +976,7 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
bd->MouseIgnoreButtonUp = false;
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
@@ -941,6 +984,16 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads();
}
// 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)
{
@@ -1063,6 +1116,11 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
#ifdef __linux__
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
#endif
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint(GLFW_VISIBLE, false);
@@ -1293,7 +1351,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitPlatformInterface()
static void ImGui_ImplGlfw_InitMultiViewportSupport()
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
@@ -1328,7 +1386,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
main_viewport->PlatformHandle = (void*)bd->Window;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. 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'.
@@ -61,4 +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

@@ -6,13 +6,14 @@
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Missing features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -6,13 +6,14 @@
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Missing features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -41,8 +41,8 @@
#import <Metal/Metal.h>
// Forward Declarations
static void ImGui_ImplMetal_InitPlatformInterface();
static void ImGui_ImplMetal_ShutdownPlatformInterface();
static void ImGui_ImplMetal_InitMultiViewportSupport();
static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
@@ -84,7 +84,7 @@ struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
@@ -145,8 +145,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplMetal_InitPlatformInterface();
ImGui_ImplMetal_InitMultiViewportSupport();
return true;
}
@@ -155,7 +154,7 @@ void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_ShutdownPlatformInterface();
ImGui_ImplMetal_ShutdownMultiViewportSupport();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
@@ -259,14 +258,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
size_t indexBufferOffset = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
const ImDrawList* draw_list = drawData->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -274,7 +273,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -304,7 +303,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
// Bind texture, Draw
if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
@@ -315,8 +314,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
}
}
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
@@ -360,7 +359,7 @@ bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
bd->SharedMetalContext.fontTexture = texture;
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
return (bd->SharedMetalContext.fontTexture != nil);
}
@@ -509,7 +508,7 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
[commandBuffer commit];
}
static void ImGui_ImplMetal_InitPlatformInterface()
static void ImGui_ImplMetal_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
@@ -518,7 +517,7 @@ static void ImGui_ImplMetal_InitPlatformInterface()
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
}
static void ImGui_ImplMetal_ShutdownPlatformInterface()
static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -24,6 +24,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
@@ -83,8 +84,8 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface();
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
// Functions
bool ImGui_ImplOpenGL2_Init()
@@ -99,8 +100,7 @@ bool ImGui_ImplOpenGL2_Init()
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL2_InitPlatformInterface();
ImGui_ImplOpenGL2_InitMultiViewportSupport();
return true;
}
@@ -111,7 +111,7 @@ void ImGui_ImplOpenGL2_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
@@ -204,16 +204,16 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -221,7 +221,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -275,6 +275,8 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
@@ -327,13 +329,13 @@ static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitPlatformInterface()
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -24,6 +24,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 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)
@@ -252,8 +253,8 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
@@ -388,8 +389,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
}
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL3_InitPlatformInterface();
ImGui_ImplOpenGL3_InitMultiViewportSupport();
return true;
}
@@ -400,7 +400,7 @@ void ImGui_ImplOpenGL3_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
@@ -561,7 +561,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawList* draw_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays....
@@ -571,8 +571,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
@@ -585,18 +585,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = idx_buffer_size;
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
}
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data));
}
else
{
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -604,7 +604,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -692,6 +692,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
@@ -903,13 +905,15 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
GLuint vert_handle;
GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
GLuint frag_handle;
GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
@@ -977,13 +981,13 @@ static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitPlatformInterface()
static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -181,6 +181,9 @@ typedef khronos_uint8_t GLubyte;
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
@@ -231,6 +234,9 @@ GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0

View File

@@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.

View File

@@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
@@ -34,6 +34,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@@ -88,7 +92,7 @@ struct ImGui_ImplOSX_Data
id Monitor;
NSWindow* Window;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
@@ -97,8 +101,8 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations
static void ImGui_ImplOSX_InitPlatformInterface();
static void ImGui_ImplOSX_ShutdownPlatformInterface();
static void ImGui_ImplOSX_InitMultiViewportSupport();
static void ImGui_ImplOSX_ShutdownMultiViewportSupport();
static void ImGui_ImplOSX_UpdateMonitors();
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@@ -285,7 +289,10 @@ 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);
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@@ -423,6 +430,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
bool ImGui_ImplOSX_Init(NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@@ -440,8 +448,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
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();
ImGui_ImplOSX_InitMultiViewportSupport();
// Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false;
@@ -458,14 +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]];
@@ -500,7 +507,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view);
io.PlatformSetImeDataFn = [](ImGuiContext*, 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)
@@ -531,7 +538,7 @@ void ImGui_ImplOSX_Shutdown()
bd->Monitor = nullptr;
}
ImGui_ImplOSX_ShutdownPlatformInterface();
ImGui_ImplOSX_ShutdownMultiViewportSupport();
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
@@ -1090,7 +1097,7 @@ static void ImGui_ImplOSX_UpdateMonitors()
}
}
static void ImGui_ImplOSX_InitPlatformInterface()
static void ImGui_ImplOSX_InitMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
@@ -1124,7 +1131,7 @@ static void ImGui_ImplOSX_InitPlatformInterface()
object:nil];
}
static void ImGui_ImplOSX_ShutdownPlatformInterface()
static void ImGui_ImplOSX_ShutdownMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer

View File

@@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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'.
@@ -26,6 +26,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
// 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().
@@ -116,7 +125,10 @@
#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
#include <SDL_vulkan.h>
#else
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
@@ -124,6 +136,7 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint32 WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
@@ -158,11 +171,11 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport();
// 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)
@@ -171,7 +184,7 @@ 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);
}
@@ -190,7 +203,9 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
}
}
static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
// 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);
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
IM_UNUSED(scancode);
switch (keycode)
@@ -328,11 +343,15 @@ 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)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -343,6 +362,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
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)
{
@@ -357,6 +378,8 @@ 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;
@@ -365,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#ifdef __EMSCRIPTEN__
#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -375,6 +398,8 @@ 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; }
@@ -390,12 +415,16 @@ 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_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
@@ -413,6 +442,10 @@ 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,
@@ -430,17 +463,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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:
@@ -484,6 +512,7 @@ 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)
@@ -494,16 +523,19 @@ 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.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
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__
io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
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;
@@ -522,7 +554,7 @@ 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);
@@ -557,9 +589,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
#endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
// We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
@@ -612,7 +644,7 @@ void ImGui_ImplSDL2_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownPlatformInterface();
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
@@ -637,7 +669,7 @@ 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
@@ -645,7 +677,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
@@ -683,9 +715,8 @@ 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);
}
}
@@ -847,7 +878,11 @@ 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);
@@ -868,6 +903,10 @@ 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);
@@ -968,7 +1007,7 @@ 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);
@@ -1000,7 +1039,7 @@ static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
@@ -1012,7 +1051,11 @@ 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)
{
@@ -1020,7 +1063,6 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
@@ -1114,7 +1156,7 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
@@ -1147,10 +1189,10 @@ 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()
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -5,7 +5,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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'.

View File

@@ -2,18 +2,17 @@
// 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 AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
// (**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.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -26,6 +25,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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)
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 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)
@@ -85,6 +93,7 @@
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
@@ -122,11 +131,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownPlatformInterface();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// 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)
@@ -136,7 +145,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(void*)
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
@@ -144,7 +153,8 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_Window* window = (SDL_Window*)viewport->PlatformHandle;
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);
@@ -163,7 +173,9 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
}
}
static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
// 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);
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
// Keypad doesn't have individual key values in SDL3
switch (scancode)
@@ -305,11 +317,15 @@ 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)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -320,6 +336,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
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)
{
@@ -334,12 +352,11 @@ 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;
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
@@ -347,6 +364,8 @@ 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; }
@@ -362,12 +381,16 @@ 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:
{
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);
@@ -386,6 +409,8 @@ 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->MousePendingLeaveFrame = 0;
return true;
@@ -396,29 +421,34 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
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:
{
@@ -431,7 +461,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
@@ -468,6 +498,7 @@ 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)
@@ -478,12 +509,14 @@ 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.PlatformSetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
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;
@@ -520,8 +553,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context);
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
@@ -572,7 +605,7 @@ void ImGui_ImplSDL3_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownPlatformInterface();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
@@ -595,16 +628,16 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// 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_CaptureMouse(bd->MouseButtonsDown != 0);
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
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
@@ -643,9 +676,8 @@ 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);
}
}
@@ -734,7 +766,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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]))
{
@@ -743,6 +775,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
break;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
@@ -789,7 +822,7 @@ static void ImGui_ImplSDL3_UpdateMonitors()
bd->WantUpdateMonitors = false;
int display_count;
const SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
@@ -806,8 +839,11 @@ 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()
@@ -871,20 +907,34 @@ 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;
@@ -898,17 +948,15 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
SDL_WindowFlags sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#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)
@@ -940,30 +988,39 @@ static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
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;
@@ -1046,17 +1103,18 @@ static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
@@ -1079,10 +1137,10 @@ static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_g
vd->WindowOwned = false;
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()
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -2,18 +2,17 @@
// 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 AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
// (**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.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -10,6 +10,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -22,6 +23,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -142,21 +144,29 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -164,7 +174,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -195,11 +205,12 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
platform_io.Renderer_RenderState = NULL;
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);

View File

@@ -10,6 +10,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -39,4 +40,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer2_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE

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,
@@ -10,6 +12,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -22,6 +25,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
@@ -158,26 +162,34 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
old.ViewportEnabled = SDL_RenderViewportSet(renderer);
old.ClipEnabled = SDL_RenderClipEnabled(renderer);
SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -185,7 +197,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -212,11 +224,12 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
platform_io.Renderer_RenderState = NULL;
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);

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,
@@ -10,6 +12,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -39,4 +42,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer3_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,16 +4,9 @@
// Implemented features:
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// To build this on 32-bit systems and support texture changes:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -35,6 +28,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
// 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.
@@ -274,8 +270,8 @@ struct ImGui_ImplVulkan_Data
//-----------------------------------------------------------------------------
// Forward Declarations
static void ImGui_ImplVulkan_InitPlatformInterface();
static void ImGui_ImplVulkan_ShutdownPlatformInterface();
static void ImGui_ImplVulkan_InitMultiViewportSupport();
static void ImGui_ImplVulkan_ShutdownMultiViewportSupport();
// backends/vulkan/glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
@@ -422,7 +418,7 @@ static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize align
return (size + alignment - 1) & ~(alignment - 1);
}
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
@@ -523,7 +519,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
wrb->Index = 0;
wrb->Count = v->ImageCount;
wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
memset((void*)wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
}
IM_ASSERT(wrb->Count == v->ImageCount);
wrb->Index = (wrb->Index + 1) % wrb->Count;
@@ -532,8 +528,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (draw_data->TotalVtxCount > 0)
{
// Create or resize the vertex/index buffers
size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
VkDeviceSize 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)
@@ -548,11 +544,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
check_vk_result(err);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
VkMappedMemoryRange range[2] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
@@ -570,6 +566,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Setup desired Vulkan state
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplVulkan_RenderState render_state;
render_state.CommandBuffer = command_buffer;
render_state.Pipeline = pipeline;
render_state.PipelineLayout = bd->PipelineLayout;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
@@ -580,10 +584,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
int global_idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -591,7 +595,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -616,11 +620,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Bind DescriptorSet with font or user texture
VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->GetTexID() };
if (sizeof(ImTextureID) < sizeof(ImU64))
{
// We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
IM_ASSERT(pcmd->GetTexID() == (ImTextureID)bd->FontDescriptorSet);
desc_set[0] = bd->FontDescriptorSet;
}
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
@@ -629,9 +633,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF:
@@ -1011,9 +1016,9 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.magFilter = VK_FILTER_LINEAR;
info.minFilter = VK_FILTER_LINEAR;
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
@@ -1151,8 +1156,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplVulkan_InitPlatformInterface();
ImGui_ImplVulkan_InitMultiViewportSupport();
return true;
}
@@ -1173,7 +1177,7 @@ void ImGui_ImplVulkan_Shutdown()
main_viewport->RendererUserData = nullptr;
// Clean up windows
ImGui_ImplVulkan_ShutdownPlatformInterface();
ImGui_ImplVulkan_ShutdownMultiViewportSupport();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
@@ -1490,8 +1494,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
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->SemaphoreCount);
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
memset((void*)wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
memset((void*)wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
for (uint32_t i = 0; i < wd->ImageCount; i++)
wd->Frames[i].Backbuffer = backbuffers[i];
}
@@ -1907,7 +1911,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
void ImGui_ImplVulkan_InitPlatformInterface()
void ImGui_ImplVulkan_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -1919,7 +1923,7 @@ void ImGui_ImplVulkan_InitPlatformInterface()
platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
}
void ImGui_ImplVulkan_ShutdownPlatformInterface()
void ImGui_ImplVulkan_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}

View File

@@ -4,11 +4,9 @@
// Implemented features:
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -100,23 +98,33 @@ struct ImGui_ImplVulkan_InitInfo
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
// Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer;
VkPipeline Pipeline;
VkPipelineLayout PipelineLayout;
};
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers

View File

@@ -5,6 +5,7 @@
// 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.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
@@ -18,6 +19,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
@@ -37,6 +42,18 @@
// 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"
@@ -246,16 +263,26 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source;
wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
#endif
return stage_desc;
}
@@ -368,6 +395,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Vertex buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false
@@ -392,6 +422,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Index buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false
@@ -408,11 +441,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
@@ -422,6 +455,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
@@ -430,10 +470,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
@@ -441,7 +481,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -477,9 +517,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
}
static void ImGui_ImplWGPU_CreateFontsTexture()
@@ -494,7 +535,11 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture to graphics system
{
WGPUTextureDescriptor tex_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Font Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = width;
tex_desc.size.height = height;
@@ -538,9 +583,9 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
}
@@ -557,6 +602,9 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
{
nullptr,
"Dear ImGui Uniform buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16),
false
@@ -662,7 +710,11 @@ 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;
@@ -732,7 +784,15 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// 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->initInfo = *init_info;

View File

@@ -2,9 +2,17 @@
// 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.
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
@@ -46,7 +54,16 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplWGPU_RenderState
{
WGPUDevice Device;
WGPURenderPassEncoder RenderPassEncoder;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,7 +4,7 @@
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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'.
@@ -23,6 +23,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
// 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).
@@ -106,15 +108,15 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// Forward Declarations
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownPlatformInterface();
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
static void ImGui_ImplWin32_UpdateMonitors();
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;
@@ -141,12 +143,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
{
return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
}
// Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
@@ -175,17 +181,20 @@ 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();
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", main_viewport);
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -228,7 +237,9 @@ void ImGui_ImplWin32_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_ShutdownPlatformInterface();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -242,13 +253,11 @@ void ImGui_ImplWin32_Shutdown()
IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@@ -280,54 +289,59 @@ static bool IsVkDown(int vk)
return (::GetKeyState(vk) & 0x8000) != 0;
}
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
IM_UNUSED(native_scancode);
}
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
{
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
}
static void ImGui_ImplWin32_UpdateKeyModifiers()
static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
{
ImGuiIO& io = ImGui::GetIO();
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_LWIN) || IsVkDown(VK_RWIN));
}
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(HWND hwnd)
{
// We could use ImGui::FindViewportByPlatformHandle() but GetPropA() gets us closer to parallel multi-contexts,
// until we can pass an explicit context to FindViewportByPlatformHandle().
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
return (ImGuiViewport*)::GetPropA(hwnd, "IMGUI_VIEWPORT");
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData()
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
{
@@ -362,17 +376,16 @@ static void ImGui_ImplWin32_UpdateMouseData()
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// return;
@@ -421,7 +434,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
#undef MAP_BUTTON
#undef MAP_ANALOG
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
IM_UNUSED(io);
#endif
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
@@ -437,6 +452,8 @@ 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);
@@ -473,29 +490,32 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData();
ImGui_ImplWin32_UpdateMouseData(io);
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
{
bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
}
// Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads();
ImGui_ImplWin32_UpdateGamepads(io);
}
// 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);
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;
@@ -544,7 +564,6 @@ 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;
@@ -628,22 +647,10 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, 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.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// Helper to obtain the source of mouse messages.
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
@@ -653,22 +660,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
return ImGuiMouseSource_Mouse;
}
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, 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.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
// Copy either line into your .cpp file to forward declare the function:
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd == nullptr)
if (ImGui::GetCurrentContext() == NULL)
return 0;
ImGuiIO& io = ImGui::GetIO();
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
}
// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
if (bd == NULL)
return 0;
switch (msg)
{
case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area)
@@ -703,19 +728,29 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
}
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:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd);
::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true);
@@ -726,7 +761,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
@@ -754,40 +789,37 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (wParam < 256)
{
// Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
ImGui_ImplWin32_UpdateKeyModifiers(io);
// 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.
if (key == ImGuiKey_PrintScreen && !is_key_down)
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
// Submit key event
if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
// Submit individual left/right modifier events
if (vk == VK_SHIFT)
{
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
}
else if (vk == VK_CONTROL)
{
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
}
else if (vk == VK_MENU)
{
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
}
}
return 0;
@@ -797,7 +829,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage();
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
return 0;
case WM_CHAR:
if (::IsWindowUnicode(hwnd))
@@ -815,7 +847,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
return 1;
return 0;
case WM_DEVICECHANGE:
@@ -1049,8 +1081,8 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
// Create window
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
vd->Hwnd = ::CreateWindowEx(
vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
vd->Hwnd = ::CreateWindowExW(
vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
vd->HwndOwned = true;
@@ -1059,6 +1091,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(vd->Hwnd, "IMGUI_VIEWPORT", viewport);
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
@@ -1156,11 +1189,20 @@ 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);
}
@@ -1179,6 +1221,8 @@ 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);
}
@@ -1225,14 +1269,14 @@ 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);
}
}
@@ -1259,18 +1303,20 @@ static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
#endif
}
namespace ImGui { extern ImGuiIO& GetIOEx(ImGuiContext*); }
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Allow secondary viewport WndProc to be called regardless of current context
ImGuiContext* hwnd_ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
ImGuiContext* prev_ctx = ImGui::GetCurrentContext();
if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL)
ImGui::SetCurrentContext(hwnd_ctx);
ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
if (ctx == NULL)
return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::GetIOEx(ctx);
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
result = true;
else if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hWnd))
{
switch (msg)
{
@@ -1299,15 +1345,13 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
}
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)
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEXW);
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
@@ -1317,9 +1361,9 @@ static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
wcex.hCursor = nullptr;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = _T("ImGui Platform");
wcex.lpszClassName = L"ImGui Platform";
wcex.hIconSm = nullptr;
::RegisterClassEx(&wcex);
::RegisterClassExW(&wcex);
ImGui_ImplWin32_UpdateMonitors();
@@ -1349,10 +1393,9 @@ static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
vd->Hwnd = bd->hWnd;
vd->HwndOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->hWnd;
}
static void ImGui_ImplWin32_ShutdownPlatformInterface()
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
{
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();

View File

@@ -4,7 +4,7 @@
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. 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'.

View File

@@ -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

File diff suppressed because it is too large Load Diff

View File

@@ -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.
@@ -204,10 +204,11 @@ ctx->RSSetScissorRects(1, &r);
### 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:**
**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/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
@@ -379,8 +380,9 @@ node open/closed state differently. See what makes more sense in your situation!
Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
@@ -388,27 +390,27 @@ Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice.
ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp
OpenGL:
- ImTextureID = GLuint
- ImTextureID should contains 'GLuint' (GL texture identifier).
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```cpp
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer).
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```cpp
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```cpp
DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits)
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
```
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
@@ -420,14 +422,14 @@ If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a
User code may do:
```cpp
// Cast our texture type to ImTextureID / void*
// Cast our texture type to ImTextureID
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));
```
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->GetTexID();
// Cast ImTextureID stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID();
MyEngineBindTexture2D(texture);
```
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
@@ -436,19 +438,19 @@ If you want to display an image file (e.g. PNG file) on the screen, please refer
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID.
Here are some examples:
```cpp
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ImTextureID my_imtexid;
my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address)
my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
ImTextureID my_imtexid;
my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID
my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView*
```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
@@ -639,7 +641,7 @@ 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.PlatformSetImeDataFn() 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)
@@ -654,7 +656,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues/7503)
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
##### [Return to Index](#index)
@@ -700,7 +702,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
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

@@ -50,7 +50,9 @@ 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 loss.
@@ -60,6 +62,8 @@ Some solutions:
- 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

@@ -22,7 +22,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
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.
@@ -141,7 +141,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
For 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.
@@ -170,11 +170,11 @@ Private support is available for paying business customers (E-mail: _contact @ d
**Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to 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), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
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
-----------
@@ -196,7 +196,7 @@ Ongoing Dear ImGui development is and has been financially supported by users an
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
Dear ImGui is using software and services provided free of charge for open source projects:
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.

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@@ -9,8 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
@@ -44,7 +43,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
@@ -65,7 +64,6 @@ 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)
@@ -218,11 +216,11 @@ 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)
@@ -304,14 +302,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: holding space to repeat a button doesn't show button activated during hold.
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- nav: NavFlattened: ESC on a flattened child should select something.

View File

@@ -68,7 +68,7 @@ void android_main(struct android_app* app)
struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != nullptr)

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

@@ -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

@@ -42,4 +42,4 @@ file(GLOB sources *.cpp)
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)

View File

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

View File

@@ -1,13 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler.
@set OUT_EXE=example_glfw_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -91,7 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -107,7 +107,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -126,7 +126,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -148,7 +148,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>

View File

@@ -506,6 +506,11 @@ int main(int, char**)
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();

View File

@@ -79,6 +79,11 @@ add_executable(example_glfw_wgpu
${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}
${IMGUI_DIR}/backends
@@ -91,7 +96,6 @@ if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(example_glfw_wgpu PUBLIC
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-DEMSCRIPTEN_USE_PORT_CONTRIB_GLFW3" # unnecessary beyond emscripten 3.1.59
)
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")

View File

@@ -152,6 +152,11 @@ 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;
}
// React to changes in screen size
int width, height;

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);
@@ -108,6 +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();

View File

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

View File

@@ -0,0 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl2_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -91,7 +91,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -107,7 +107,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -126,7 +126,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -148,7 +148,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -187,4 +187,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@@ -504,6 +504,11 @@ 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;
}
// Resize swap chain?
int fb_width, fb_height;

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

@@ -1,8 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl3_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -0,0 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl3_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
@@ -148,6 +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();

View File

@@ -25,7 +25,7 @@
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_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
@@ -112,6 +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();
@@ -163,6 +168,9 @@ int main(int, char**)
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplSDLRenderer3_Shutdown();

View File

@@ -0,0 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl3_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -0,0 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl3_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -0,0 +1,190 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{663A7E89-1E42-4222-921C-177F5B5910DF}</ProjectGuid>
<RootNamespace>example_sdl3_vulkan</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
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<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
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<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

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

View File

@@ -0,0 +1,607 @@
// Dear ImGui: standalone example application for SDL3 + Vulkan
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#include <SDL3/SDL.h>
#include <SDL3/SDL_vulkan.h>
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <volk.h>
#endif
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
#endif
// Data
static VkAllocationCallbacks* g_Allocator = nullptr;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
#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 // APP_USE_VULKAN_DEBUG_REPORT
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
{
for (const VkExtensionProperties& p : properties)
if (strcmp(p.extensionName, extension) == 0)
return true;
return false;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
// Enumerate available extensions
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
properties.resize(properties_count);
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
check_vk_result(err);
// Enable required extensions
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
{
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
}
#endif
// Enabling validation layers
#ifdef APP_USE_VULKAN_DEBUG_REPORT
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
instance_extensions.push_back("VK_EXT_debug_report");
#endif
// Create Vulkan Instance
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
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 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 = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#endif
}
// Select Physical Device (GPU)
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
// Create Logical Device (with 1 queue)
{
ImVector<const char*> device_extensions;
device_extensions.push_back("VK_KHR_swapchain");
// Enumerate physical device extension
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
properties.resize(properties_count);
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
#endif
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
create_info.ppEnabledExtensionNames = device_extensions.Data;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#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 };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
static void CleanupVulkan()
{
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback
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);
}
static void CleanupVulkanWindow()
{
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
// Main code
int main(int, char**)
{
// Setup SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create window with Vulkan graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_HIDDEN);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", 1280, 720, window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
ImVector<const char*> extensions;
{
uint32_t sdl_extensions_count = 0;
const char* const* sdl_extensions = SDL_Vulkan_GetInstanceExtensions(&sdl_extensions_count);
for (uint32_t n = 0; n < sdl_extensions_count; n++)
extensions.push_back(sdl_extensions[n]);
}
SetupVulkan(extensions);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err;
if (SDL_Vulkan_CreateSurface(window, g_Instance, g_Allocator, &surface) == 0)
{
printf("Failed to create Vulkan surface.\n");
return 1;
}
// Create Framebuffers
int w, h;
SDL_GetWindowSize(window, &w, &h);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
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);
// 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 \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Resize swap chain?
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))
{
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
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

View File

@@ -1,9 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_directx12
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib
mkdir Debug
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -21,7 +21,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>example_win32_directx12</RootNamespace>
<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -87,7 +87,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -102,7 +102,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -119,7 +119,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
@@ -138,7 +138,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>

View File

@@ -6,10 +6,6 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx12.h"

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

@@ -33,6 +33,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "exa
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -161,6 +163,14 @@ Global
{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
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.ActiveCfg = Debug|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.Build.0 = Debug|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.ActiveCfg = Debug|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.Build.0 = Debug|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.ActiveCfg = Release|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.Build.0 = Release|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.ActiveCfg = Release|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.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

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@@ -29,7 +29,6 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
@@ -43,7 +42,7 @@
//#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 io.PlatformOpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#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)
@@ -83,10 +82,13 @@
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)

1720
imgui.cpp

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409
imgui.h
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@@ -1,16 +1,17 @@
// dear imgui, v1.91.0
// dear imgui, v1.91.5
// (headers)
// Help:
// - See links below.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
@@ -27,8 +28,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.0"
#define IMGUI_VERSION_NUM 19100
#define IMGUI_VERSION "1.91.5"
#define IMGUI_VERSION_NUM 19150
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@@ -50,7 +51,7 @@ Index of this file:
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
@@ -131,15 +132,16 @@ Index of this file:
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
#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
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
@@ -173,16 +175,16 @@ struct ImFontGlyph; // A single font glyph (code point + coordin
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
@@ -253,8 +255,10 @@ typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: f
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
#ifndef ImTextureID
typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
// ImDrawIdx: vertex index. [Compile-time configurable type]
@@ -286,8 +290,8 @@ typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data);
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
@@ -330,7 +334,8 @@ namespace ImGui
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Main
IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
@@ -372,10 +377,10 @@ namespace ImGui
// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
// Consider updating your old code:
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
// == 0.0f: use remaining parent window size for this axis.
// > 0.0f: use specified size for this axis.
@@ -446,8 +451,10 @@ namespace ImGui
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
IMGUI_API void PopItemFlag();
@@ -464,7 +471,7 @@ namespace ImGui
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
@@ -583,7 +590,7 @@ namespace ImGui
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
@@ -847,7 +854,7 @@ namespace ImGui
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
@@ -912,7 +919,7 @@ namespace ImGui
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - Tooltips windows by exception are opted out of disabling.
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled();
@@ -922,10 +929,12 @@ namespace ImGui
IMGUI_API void PopClipRect();
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
@@ -981,9 +990,8 @@ namespace ImGui
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
@@ -1018,7 +1026,7 @@ namespace ImGui
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse specific
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
@@ -1076,7 +1084,6 @@ namespace ImGui
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
@@ -1110,8 +1117,8 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
@@ -1134,7 +1141,7 @@ enum ImGuiWindowFlags_
};
// Flags for ImGui::BeginChild()
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
// About using AutoResizeX/AutoResizeY flags:
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
@@ -1145,7 +1152,7 @@ enum ImGuiWindowFlags_
enum ImGuiChildFlags_
{
ImGuiChildFlags_None = 0,
ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
@@ -1153,7 +1160,12 @@ enum ImGuiChildFlags_
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
#endif
};
// Flags for ImGui::PushItemFlag()
@@ -1166,6 +1178,7 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
};
// Flags for ImGui::InputText()
@@ -1182,7 +1195,7 @@ enum ImGuiInputTextFlags_
// Inputs
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
@@ -1218,8 +1231,8 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
@@ -1354,7 +1367,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
@@ -1462,21 +1475,18 @@ enum ImGuiSortDirection : ImU8
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#endif
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
// Support for legacy keys was completely removed in 1.91.5.
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum ImGuiKey : int
{
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
@@ -1564,7 +1574,7 @@ enum ImGuiKey : int
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
ImGuiKey_COUNT,
ImGuiKey_NamedKey_END,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
@@ -1582,21 +1592,13 @@ enum ImGuiKey : int
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
// If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#endif
//ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
//ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
@@ -1628,26 +1630,12 @@ enum ImGuiInputFlags_
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
enum ImGuiNavInput
{
ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
ImGuiNavInput_COUNT,
};
#endif
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
@@ -1664,6 +1652,11 @@ enum ImGuiConfigFlags_
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
#endif
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
@@ -1672,7 +1665,7 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
// [BETA] Viewports
@@ -1738,7 +1731,7 @@ enum ImGuiCol_
ImGuiCol_TextLink, // Hyperlink color
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
@@ -1748,6 +1741,7 @@ enum ImGuiCol_
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
#endif
};
@@ -1807,7 +1801,7 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
//ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
@@ -1856,19 +1850,18 @@ enum ImGuiColorEditFlags_
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names
//ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
};
// Identify a mouse button.
@@ -2017,7 +2010,7 @@ enum ImGuiTableColumnFlags_
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
@@ -2273,6 +2266,8 @@ struct ImGuiStyle
// - initialization: backends and user code writes to ImGuiIO.
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
//-----------------------------------------------------------------------------
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
@@ -2290,7 +2285,7 @@ struct ImGuiIO
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
@@ -2299,12 +2294,22 @@ struct ImGuiIO
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
void* UserData; // = NULL // Store your own data.
// Font system
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Keyboard/Gamepad Navigation options
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
@@ -2318,15 +2323,17 @@ struct ImGuiIO
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
// Miscellaneous options
// (you can visualize and interact with all options in 'Demo->Configuration')
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// Inputs Behaviors
@@ -2341,12 +2348,37 @@ struct ImGuiIO
// Debug options
//------------------------------------------------------------------
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
// - Error recovery is provided as a way to facilitate:
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
// You not are not supposed to rely on it in the course of a normal application run.
// - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
// - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
// - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
// Otherwise it would severely hinder your ability to catch and correct mistakes!
// Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
// - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
// - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
// - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
// Tools to detect code submitting items with conflicting/duplicate IDs
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
@@ -2363,7 +2395,7 @@ struct ImGuiIO
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
//------------------------------------------------------------------
// Platform Functions
// Platform Identifiers
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
@@ -2374,25 +2406,6 @@ struct ImGuiIO
void* BackendRendererUserData; // = NULL // User data for renderer backend
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
// (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
bool (*PlatformOpenInShellFn)(ImGuiContext* ctx, const char* path);
void* PlatformOpenInShellUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*PlatformSetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to io.PlatformSetImeDataFn in 1.91.0]
// Optional: Platform locale
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
//------------------------------------------------------------------
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
@@ -2428,10 +2441,10 @@ struct ImGuiIO
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
@@ -2461,7 +2474,7 @@ struct ImGuiIO
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
@@ -2482,19 +2495,25 @@ struct ImGuiIO
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
// Read https://github.com/ocornut/imgui/issues/4921 for details.
//int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
//bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
//float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
#endif
IMGUI_API ImGuiIO();
@@ -2781,7 +2800,7 @@ struct ImGuiListClipper
// Helpers: ImVec2/ImVec4 operators
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
@@ -2976,7 +2995,7 @@ struct ImGuiSelectionBasicStorage
ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
// Methods
ImGuiSelectionBasicStorage();
IMGUI_API ImGuiSelectionBasicStorage();
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
IMGUI_API void Clear(); // Clear selection
@@ -3039,9 +3058,11 @@ struct ImDrawCmd
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
inline ImTextureID GetTexID() const { return TextureId; }
@@ -3134,7 +3155,7 @@ enum ImDrawListFlags_
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
@@ -3154,6 +3175,7 @@ struct ImDrawList
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImU8> _CallbacksDataBuf; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
@@ -3191,7 +3213,7 @@ struct ImDrawList
IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
@@ -3226,8 +3248,18 @@ struct ImDrawList
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
// Advanced: Draw Callbacks
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
// Advanced: Miscellaneous
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
@@ -3257,8 +3289,8 @@ struct ImDrawList
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
//inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
// [Internal helpers]
IMGUI_API void _ResetForNewFrame();
@@ -3268,6 +3300,7 @@ struct ImDrawList
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
IMGUI_API void _SetTextureID(ImTextureID texture_id);
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
@@ -3361,11 +3394,12 @@ struct ImFontAtlasCustomRect
{
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000)
unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting.
float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; }
};
@@ -3502,7 +3536,7 @@ struct ImFontAtlas
struct ImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
@@ -3529,18 +3563,18 @@ struct ImFont
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c);
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c);
float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c);
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false);
// [Internal] Don't use!
IMGUI_API void BuildLookupTable();
@@ -3562,7 +3596,7 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
@@ -3620,17 +3654,18 @@ struct ImGuiViewport
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
//-----------------------------------------------------------------------------
// [BETA] (Optional) This is completely optional, for advanced users!
// [BETA] (Optional) Multi-Viewport Support!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
@@ -3668,14 +3703,47 @@ struct ImGuiViewport
// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
//-----------------------------------------------------------------------------
// (Optional) Access via ImGui::GetPlatformIO()
// Access via ImGui::GetPlatformIO()
struct ImGuiPlatformIO
{
IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------
// Input - Backend interface/functions + Monitor List
// Interface with OS and Platform backend (basic)
//------------------------------------------------------------------
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
void* Platform_ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
// (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
void* Platform_OpenInShellUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
void* Platform_ImeUserData;
//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
// Optional: Platform locale
// [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
ImWchar Platform_LocaleDecimalPoint; // '.'
//------------------------------------------------------------------
// Interface with Renderer Backend
//------------------------------------------------------------------
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
//------------------------------------------------------------------
// Input - Interface with OS/backends (Multi-Viewport support!)
//------------------------------------------------------------------
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
@@ -3683,12 +3751,12 @@ struct ImGuiPlatformIO
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
//
// The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
// Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// Platform function --------------------------------------------------- Called by -----
// The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
// Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
// Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
// Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
@@ -3706,9 +3774,10 @@ struct ImGuiPlatformIO
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
// (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
// Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
@@ -3727,7 +3796,6 @@ struct ImGuiPlatformIO
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
@@ -3741,7 +3809,7 @@ struct ImGuiPlatformMonitor
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
};
// (Optional) Support for IME (Input Method Editor) via the io.PlatformSetImeDataFn() function.
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
@@ -3771,8 +3839,8 @@ namespace ImGui
// OBSOLETED in 1.90.0 (from September 2023)
static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
static inline void EndChildFrame() { EndChild(); }
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
@@ -3781,16 +3849,16 @@ namespace ImGui
// OBSOLETED in 1.89.4 (from March 2023)
static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
// OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.89 (from August 2022)
//IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
//IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
@@ -3873,10 +3941,7 @@ namespace ImGui
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#ifdef IMGUI_DISABLE_METRICS_WINDOW
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.0
// dear imgui, v1.91.5
// (demo code)
// Help:
@@ -117,6 +117,9 @@ Index of this file:
#if !defined(_MSC_VER) || _MSC_VER >= 1800
#include <inttypes.h> // PRId64/PRIu64, not avail in some MinGW headers.
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/version.h> // __EMSCRIPTEN_major__ etc.
#endif
// Visual Studio warnings
#ifdef _MSC_VER
@@ -143,12 +146,12 @@ Index of this file:
#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 "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
@@ -322,23 +325,24 @@ static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, Exampl
static ExampleTreeNode* ExampleTree_CreateDemoTree()
{
static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
char name_buf[32];
const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
char name_buf[NAME_MAX_LEN];
int uid = 0;
ExampleTreeNode* node_L0 = ExampleTree_CreateNode("<ROOT>", ++uid, NULL);
const int root_items_multiplier = 2;
for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
{
snprintf(name_buf, 32, "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
const int number_of_childs = (int)strlen(node_L1->Name);
for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
{
snprintf(name_buf, 32, "Child %d", idx_L1);
snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
node_L2->HasData = true;
if (idx_L1 == 0)
{
snprintf(name_buf, 32, "Sub-child %d", 0);
snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
node_L3->HasData = true;
}
@@ -513,8 +517,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Enable keyboard controls.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse);
ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions.");
@@ -541,6 +543,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SeparatorText("Keyboard/Gamepad Navigation");
ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons);
ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem);
ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item.");
ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto);
ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.");
ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
ImGui::SeparatorText("Docking");
ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
ImGui::SameLine();
@@ -579,6 +595,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Unindent();
}
ImGui::SeparatorText("Windows");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL]
ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage);
ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.");
ImGui::SeparatorText("Widgets");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
@@ -586,18 +611,35 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
ImGui::Text("Also see Style->Rendering for rendering options.");
// Also read: https://github.com/ocornut/imgui/wiki/Error-Handling
ImGui::SeparatorText("Error Handling");
ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery);
ImGui::SameLine(); HelpMarker(
"Options to configure how we handle recoverable errors.\n"
"- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n"
"- You not are not supposed to rely on it in the course of a normal application run.\n"
"- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n"
"- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!"
"Otherwise it would severely hinder your ability to catch and correct mistakes!");
ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert);
ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog);
ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip);
if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip)
io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true;
// Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools
ImGui::SeparatorText("Debug");
ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent);
ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.");
ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts);
ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers.");
ImGui::BeginDisabled();
ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // .
ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce);
ImGui::EndDisabled();
ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.");
ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop);
@@ -629,6 +671,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
ImGui::EndDisabled();
ImGui::TreePop();
ImGui::Spacing();
}
@@ -740,6 +783,7 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
if (ImGui::BeginMenu("Tools"))
{
IMGUI_DEMO_MARKER("Menu/Tools");
ImGuiIO& io = ImGui::GetIO();
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
@@ -748,14 +792,16 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor);
bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent;
bool is_debugger_present = io.ConfigDebugIsDebuggerPresent;
if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present))
ImGui::DebugStartItemPicker();
if (!is_debugger_present)
ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools.");
ImGui::Separator();
ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor);
ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout);
ImGui::SeparatorText("Debug Options");
ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
@@ -1034,7 +1080,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
// The following examples are passed for documentation purpose but may not be useful to most users.
// Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.
// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
// With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
ImGui::Button("Manual", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
@@ -2056,8 +2102,12 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 400);
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::Separator();
ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
ImGui::Separator();
ImGui::TreePop();
@@ -2291,7 +2341,10 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
// Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.");
ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
@@ -2309,6 +2362,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
//ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange
//ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
// Sliders
@@ -2648,6 +2703,11 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
if (ImGui::TreeNode("Drag to reorder items (simple)"))
{
// FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
// This code was always slightly faulty but in a way which was not easily noticeable.
// Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
// Simple reordering
HelpMarker(
"We don't use the drag and drop api at all here! "
@@ -2669,6 +2729,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
}
}
}
ImGui::PopItemFlag();
ImGui::TreePop();
}
@@ -2821,7 +2883,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border);
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
// Testing IsWindowFocused() function with its various flags.
ImGui::BulletText(
@@ -2881,7 +2943,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Border);
ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
ImGui::Text("This is another child window for testing the _ChildWindows flag.");
ImGui::EndChild();
if (embed_all_inside_a_child_window)
@@ -3449,7 +3511,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY))
if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
{
ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
ImGuiSelectionExternalStorage storage_wrapper;
@@ -3751,7 +3813,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
{
ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
if (widget_type == WidgetType_TreeNode)
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f));
ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
selection.ApplyRequests(ms_io);
@@ -3767,7 +3829,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
//ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f));
//ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
}
ImGuiListClipper clipper;
@@ -3955,7 +4017,7 @@ static void ShowDemoWindowLayout()
if (!disable_menu)
window_flags |= ImGuiWindowFlags_MenuBar;
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags);
ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
@@ -3984,8 +4046,11 @@ static void ShowDemoWindowLayout()
ImGui::SeparatorText("Manual-resize");
{
HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.");
//if (ImGui::Button("Set Height to 200"))
// ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f));
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg));
if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY))
if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
for (int n = 0; n < 10; n++)
ImGui::Text("Line %04d", n);
ImGui::PopStyleColor();
@@ -4003,7 +4068,7 @@ static void ShowDemoWindowLayout()
ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f);
ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines));
if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY))
if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY))
for (int n = 0; n < draw_lines; n++)
ImGui::Text("Line %04d", n);
ImGui::EndChild();
@@ -4021,11 +4086,11 @@ static void ShowDemoWindowLayout()
{
static int offset_x = 0;
static bool override_bg_color = true;
static ImGuiChildFlags child_flags = ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY;
static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY;
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
ImGui::Checkbox("Override ChildBg color", &override_bg_color);
ImGui::CheckboxFlags("ImGuiChildFlags_Border", &child_flags, ImGuiChildFlags_Border);
ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders);
ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding);
ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX);
ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY);
@@ -4292,7 +4357,7 @@ static void ShowDemoWindowLayout()
// down by FramePadding.y ahead of time)
ImGui::AlignTextToFramePadding();
ImGui::Text("OK Blahblah"); ImGui::SameLine();
ImGui::Button("Some framed item"); ImGui::SameLine();
ImGui::Button("Some framed item##2"); ImGui::SameLine();
HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
// SmallButton() uses the same vertical padding as Text
@@ -4435,7 +4500,7 @@ static void ShowDemoWindowLayout()
const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags);
const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags);
if (ImGui::BeginMenuBar())
{
ImGui::TextUnformatted("abc");
@@ -4482,7 +4547,7 @@ static void ShowDemoWindowLayout()
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Border, child_flags);
bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags);
if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos)
@@ -4524,7 +4589,7 @@ static void ShowDemoWindowLayout()
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);
ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Border, ImGuiWindowFlags_HorizontalScrollbar);
ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar);
for (int line = 0; line < lines; line++)
{
// Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()
@@ -4670,7 +4735,7 @@ static void ShowDemoWindowLayout()
}
if (show_child)
{
ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border);
ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders);
ImGui::EndChild();
}
ImGui::End();
@@ -5156,8 +5221,8 @@ const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
static void PushStyleCompact()
{
ImGuiStyle& style = ImGui::GetStyle();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));
ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f));
ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f));
}
static void PopStyleCompact()
@@ -6191,7 +6256,7 @@ static void ShowDemoWindowTables()
for (int row = 0; row < 8; row++)
{
if ((row % 3) == 2)
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f));
ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f);
ImGui::TableNextRow(ImGuiTableRowFlags_None);
ImGui::TableNextColumn();
ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
@@ -6470,7 +6535,11 @@ static void ShowDemoWindowTables()
// FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
static bool column_selected[3] = {};
// Instead of calling TableHeadersRow() we'll submit custom headers ourselves
// Instead of calling TableHeadersRow() we'll submit custom headers ourselves.
// (A different approach is also possible:
// - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call.
// - Call TableHeadersRow() normally. This will submit TableHeader() with no name.
// - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().)
ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
for (int column = 0; column < COLUMNS_COUNT; column++)
{
@@ -6485,6 +6554,7 @@ static void ShowDemoWindowTables()
ImGui::PopID();
}
// Submit table contents
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
@@ -6519,6 +6589,7 @@ static void ShowDemoWindowTables()
ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable);
ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody);
ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
@@ -7209,12 +7280,14 @@ static void ShowDemoWindowColumns()
{
if (h_borders && ImGui::GetColumnIndex() == 0)
ImGui::Separator();
ImGui::PushID(i);
ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
ImGui::Text("Long text that is likely to clip");
ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
ImGui::PopID();
ImGui::NextColumn();
}
ImGui::Columns(1);
@@ -7372,13 +7445,8 @@ static void ShowDemoWindowInputs()
// displaying the data for old/new backends.
// User code should never have to go through such hoops!
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
ImGuiKey start_key = (ImGuiKey)0;
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
@@ -7537,7 +7605,8 @@ static void ShowDemoWindowInputs()
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A";
ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name);
ImGui::BeginDisabled(true);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::EndDisabled();
@@ -7700,9 +7769,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
@@ -7762,6 +7828,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
#endif
#ifdef __EMSCRIPTEN__
ImGui::Text("define: __EMSCRIPTEN__");
ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__);
#endif
#ifdef IMGUI_HAS_VIEWPORT
ImGui::Text("define: IMGUI_HAS_VIEWPORT");
@@ -7775,10 +7842,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad");
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos");
if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse");
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange");
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable");
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable");
if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports");
@@ -7793,6 +7859,8 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar");
if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload");
if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos");
if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard");
if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
@@ -8040,7 +8108,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
"Right-click to open edit options menu.");
ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
@@ -8274,7 +8342,7 @@ static void ShowExampleMenuFile()
{
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border);
ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders);
for (int i = 0; i < 10; i++)
ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
@@ -8871,7 +8939,7 @@ static void ShowExampleAppLayout(bool* p_open)
// Left
static int selected = 0;
{
ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX);
ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX);
for (int i = 0; i < 100; i++)
{
// FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav
@@ -8932,7 +9000,7 @@ struct ExampleAppPropertyEditor
{
// Left side: draw tree
// - Currently using a table to benefit from RowBg feature
if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened))
if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened))
{
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip);
@@ -9549,7 +9617,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// To use a child window instead we could use, e.g:
// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding
// ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color
// ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove);
// ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove);
// ImGui::PopStyleColor();
// ImGui::PopStyleVar();
// [...]
@@ -10397,7 +10465,7 @@ struct ExampleAssetsBrowser
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing)));
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove))
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -10446,7 +10514,7 @@ struct ExampleAssetsBrowser
// Rendering parameters
const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) };
const ImU32 icon_bg_color = ImGui::GetColorU32(ImGuiCol_MenuBarBg);
const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220));
const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f);
const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x);

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.0
// dear imgui, v1.91.5
// (drawing and font code)
/*
@@ -66,13 +66,14 @@ Index of this file:
#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
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#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
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#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
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
@@ -101,7 +102,7 @@ namespace IMGUI_STB_NAMESPACE
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
@@ -217,7 +218,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
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_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
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);
@@ -232,7 +233,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
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);
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
@@ -282,7 +283,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
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(1.00f, 1.00f, 1.00f, 1.00f);
@@ -297,7 +298,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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];
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
@@ -348,7 +349,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
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_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
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);
@@ -363,7 +364,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
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];
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
@@ -420,6 +421,7 @@ void ImDrawList::_ResetForNewFrame()
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_CallbacksDataBuf.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
@@ -437,6 +439,7 @@ void ImDrawList::_ClearFreeMemory()
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_CallbacksDataBuf.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
}
@@ -476,7 +479,7 @@ void ImDrawList::_PopUnusedDrawCmd()
}
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size)
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
@@ -486,8 +489,26 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
if (userdata_size == 0)
{
// Store user data directly in command (no indirection)
curr_cmd->UserCallbackData = userdata;
curr_cmd->UserCallbackDataSize = 0;
curr_cmd->UserCallbackDataOffset = -1;
}
else
{
// Copy and store user data in a buffer
IM_ASSERT(userdata != NULL);
IM_ASSERT(userdata_size < (1u << 31));
curr_cmd->UserCallbackData = NULL; // Will be resolved during Render()
curr_cmd->UserCallbackDataSize = (int)userdata_size;
curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size;
_CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size);
memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size);
}
AddDrawCmd(); // Force a new command after us (see comment below)
}
@@ -532,7 +553,6 @@ void ImDrawList::_OnChangedClipRect()
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
@@ -555,7 +575,6 @@ void ImDrawList::_OnChangedTextureID()
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
@@ -631,6 +650,15 @@ 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.
@@ -1625,7 +1653,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@@ -2221,6 +2249,12 @@ void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
// Resolve callback data pointers
if (draw_list->_CallbacksDataBuf.Size > 0)
for (ImDrawCmd& cmd : draw_list->CmdBuffer)
if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0)
cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset;
// Add to output list + records state in ImDrawData
out_list->push_back(draw_list);
draw_data->CmdListsCount++;
@@ -2498,13 +2532,14 @@ 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();
@@ -2647,6 +2682,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
r.GlyphID = id;
r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133)
r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset;
r.Font = font;
@@ -2821,8 +2857,9 @@ 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++;
@@ -3256,6 +3293,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(r, &uv0, &uv1);
r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
if (r->GlyphColored)
r->Font->Glyphs.back().Colored = 1;
}
// Build all fonts lookup tables
@@ -3609,6 +3648,7 @@ void ImFont::ClearOutputData()
DirtyLookupTables = true;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
@@ -3793,7 +3833,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
const ImFontGlyph* ImFont::FindGlyph(ImWchar c)
{
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
@@ -3803,7 +3843,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
return &Glyphs.Data[i];
}
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c)
{
if (c >= (size_t)IndexLookup.Size)
return NULL;
@@ -3813,7 +3853,7 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
return &Glyphs.Data[i];
}
// Wrapping skips upcoming blanks
// Trim trailing space and find beginning of next line
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
@@ -3823,10 +3863,12 @@ static inline const char* CalcWordWrapNextLineStartA(const char* text, const cha
return text;
}
#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX)
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width)
{
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
@@ -3875,7 +3917,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
}
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
const float char_width = ImFontGetCharAdvanceX(this, c);
if (ImCharIsBlankW(c))
{
if (inside_word)
@@ -3924,7 +3966,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
return s;
}
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining)
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
@@ -3980,7 +4022,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
continue;
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
const float char_width = ImFontGetCharAdvanceX(this, c) * scale;
if (line_width + char_width >= max_width)
{
s = prev_s;
@@ -4003,7 +4045,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c)
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
@@ -4018,7 +4060,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip)
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
@@ -4029,9 +4071,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const float origin_x = x;
const bool word_wrap_enabled = (wrap_width > 0.0f);
// Fast-forward to first visible line
@@ -4090,11 +4132,11 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x));
if (s >= word_wrap_eol)
{
x = start_x;
x = origin_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@@ -4115,7 +4157,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{
if (c == '\n')
{
x = start_x;
x = origin_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.0
// dear imgui, v1.91.5
// (tables and columns code)
/*
@@ -229,6 +229,7 @@ Index of this file:
#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
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#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
@@ -328,7 +329,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// - 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)
@@ -460,16 +461,27 @@ 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
@@ -497,7 +509,7 @@ 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()
@@ -855,7 +867,7 @@ 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)
@@ -1059,16 +1071,12 @@ 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;
@@ -1117,8 +1125,13 @@ 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
@@ -1148,7 +1161,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
}
// Don't decrement auto-fit counters until container window got a chance to submit its items
if (table->HostSkipItems == false)
if (table->HostSkipItems == false && table->InstanceCurrent == 0)
{
column->AutoFitQueue >>= 1;
column->CannotSkipItemsQueue >>= 1;
@@ -1249,7 +1262,7 @@ 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()
@@ -1472,7 +1485,9 @@ void ImGui::EndTable()
{
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.
g.CurrentTable = NULL; // To avoid error recovery recursing
EndChild();
g.CurrentTable = table;
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
}
else
@@ -1999,7 +2014,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
if (unfreeze_rows_actual)
@@ -2008,8 +2023,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
table->IsUnfrozenRows = true;
// 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->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);
@@ -2195,8 +2210,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
// 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;
@@ -2258,7 +2273,7 @@ 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;
@@ -2743,7 +2758,7 @@ 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)
{
@@ -3007,7 +3022,8 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
// 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 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()
{
@@ -3015,7 +3031,8 @@ 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);
@@ -3032,8 +3049,7 @@ 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);
@@ -3124,7 +3140,7 @@ void ImGui::TableHeader(const char* label)
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
}
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding);
if (held)
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
@@ -4396,7 +4412,7 @@ 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;
}
@@ -4428,12 +4444,12 @@ 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)

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@@ -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_*
@@ -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

@@ -38,7 +38,25 @@ You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain color
### Using OpenType SVG fonts (SVGinOT)
- *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations.
- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
- Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
1. Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
2. Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
- Two alternatives are possible to render SVG fonts: use "lunasvg" or "plutosvg". plutosvg will support some more fonts (e.g. NotoColorEmoji-Regular) and may load them faster.
#### Using lunasvg
Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
- Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
- Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
#### Using plutosvg (and plutovg)
- Add `#define IMGUI_ENABLE_FREETYPE_PLUTOSVG` in your `imconfig.h`.
- Compile and link with plutosvg *and* plutovg (which is required by plutosvg)
_Compilation hints for plutovg_
- Compile all source files in `plutovg/source/*.c`
- Add include directory: `plutovg/include` + `plutovg/stb`
_Compilation hints for plutosvg_
- Compile `plutosvg/source/plutosvg.c`
- Add include directory: `plutosvg/source`
- Add define: `PLUTOSVG_HAS_FREETYPE`
- Link with: plutovg, freetype

View File

@@ -6,8 +6,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024/10/17: added plutosvg support for SVG Fonts (seems faster/better than lunasvg). Enable by using '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG'. (#7927)
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
@@ -45,12 +46,21 @@
#include FT_GLYPH_H // <freetype/ftglyph.h>
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
// Handle LunaSVG and PlutoSVG
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) && defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG)
#error "Cannot enable both IMGUI_ENABLE_FREETYPE_LUNASVG and IMGUI_ENABLE_FREETYPE_PLUTOSVG"
#endif
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
#include FT_OTSVG_H // <freetype/otsvg.h>
#include FT_BBOX_H // <freetype/ftbbox.h>
#include <lunasvg.h>
#endif
#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG
#include <plutosvg.h>
#endif
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined (IMGUI_ENABLE_FREETYPE_PLUTOSVG)
#if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
#error IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
#endif
#endif
@@ -269,11 +279,11 @@ namespace
// Need an outline for this to work
FT_GlyphSlot slot = Face->glyph;
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG)
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG);
#else
#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
#endif
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
@@ -480,8 +490,9 @@ 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++;
@@ -670,8 +681,6 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
// When merging fonts with MergeMode=true:
// - We can have multiple input fonts writing into a same destination font.
@@ -682,6 +691,9 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
const float ascent = src_tmp.Font.Info.Ascender;
const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
if (src_tmp.GlyphsCount == 0)
continue;
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
@@ -809,6 +821,10 @@ static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas)
SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot };
FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks);
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG
// With plutosvg, use provided hooks
FT_Property_Set(ft_library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks());
#endif // IMGUI_ENABLE_FREETYPE_PLUTOSVG
bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags);
FT_Done_Library(ft_library);

View File

@@ -5,6 +5,13 @@
#include "imgui.h" // IMGUI_API
#ifndef IMGUI_DISABLE
// Usage:
// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to enable support for imgui_freetype in imgui.
// Optional support for OpenType SVG fonts:
// - Add '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG' to use plutosvg (not provided). See #7927.
// - Add '#define IMGUI_ENABLE_FREETYPE_LUNASVG' to use lunasvg (not provided). See #6591.
// Forward declarations
struct ImFontAtlas;
struct ImFontBuilderIO;