mirror of
https://github.com/ocornut/imgui.git
synced 2026-07-07 18:09:39 +00:00
Compare commits
4 Commits
v1.91.4
...
external/w
| Author | SHA1 | Date | |
|---|---|---|---|
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ebbd8c320d | ||
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3232e7bb03 | ||
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15545a7925 | ||
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86049c5d5b |
68
.github/workflows/build.yml
vendored
68
.github/workflows/build.yml
vendored
@@ -8,7 +8,6 @@ on:
|
||||
# "scheduled" workflow, while maintaining ability to perform local CI builds.
|
||||
workflows:
|
||||
- scheduled
|
||||
- manual
|
||||
branches:
|
||||
- master
|
||||
- docking
|
||||
@@ -124,11 +123,6 @@ 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'
|
||||
@@ -174,11 +168,6 @@ 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'
|
||||
@@ -218,7 +207,7 @@ jobs:
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
Linux:
|
||||
runs-on: ubuntu-24.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
@@ -324,18 +313,6 @@ 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'
|
||||
@@ -393,18 +370,6 @@ 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'
|
||||
@@ -457,17 +422,6 @@ 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'
|
||||
@@ -516,7 +470,7 @@ 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-24.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
@@ -527,7 +481,6 @@ 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: |
|
||||
@@ -536,28 +489,15 @@ jobs:
|
||||
popd
|
||||
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
|
||||
|
||||
# This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
|
||||
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
|
||||
- name: Build example_glfw_wgpu with Emscripten/Makefile
|
||||
- name: Build example_glfw_wgpu
|
||||
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-24.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
|
||||
12
.github/workflows/manual.yml
vendored
12
.github/workflows/manual.yml
vendored
@@ -1,12 +0,0 @@
|
||||
#
|
||||
# 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
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@@ -3,7 +3,6 @@
|
||||
|
||||
## Dear ImGui artifacts
|
||||
imgui.ini
|
||||
imgui*.ini
|
||||
|
||||
## General build artifacts
|
||||
*.o
|
||||
|
||||
BIN
MS Sans Serif Bold.ttf
Normal file
BIN
MS Sans Serif Bold.ttf
Normal file
Binary file not shown.
BIN
MS Sans Serif.ttf
Normal file
BIN
MS Sans Serif.ttf
Normal file
Binary file not shown.
5
README.md
Normal file
5
README.md
Normal file
@@ -0,0 +1,5 @@
|
||||
This is a fork of [Dear ImGui](https://github.com/ocornut/imgui) to style based on Windows 98
|
||||
|
||||
[Compare diff from master](https://github.com/JakeCoxon/imgui-win98/compare/master...JakeCoxon:win98)
|
||||
|
||||

|
||||
@@ -20,9 +20,6 @@
|
||||
|
||||
// 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).
|
||||
@@ -65,8 +62,8 @@
|
||||
#ifdef _WIN32
|
||||
#include <allegro5/allegro_windows.h>
|
||||
#endif
|
||||
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
|
||||
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
|
||||
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
|
||||
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
@@ -149,14 +146,14 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
|
||||
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
|
||||
vertices.resize(draw_list->VtxBuffer.Size);
|
||||
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
|
||||
vertices.resize(cmd_list->VtxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
||||
{
|
||||
const ImDrawVert* src_v = &draw_list->VtxBuffer[i];
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
|
||||
ImDrawVertAllegro* dst_v = &vertices[i];
|
||||
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
|
||||
}
|
||||
@@ -166,21 +163,21 @@ 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(draw_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < draw_list->IdxBuffer.Size; ++i)
|
||||
bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i];
|
||||
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];
|
||||
indices = bd->BufIndices.Data;
|
||||
}
|
||||
else if (sizeof(ImDrawIdx) == 4)
|
||||
{
|
||||
indices = (const int*)draw_list->IdxBuffer.Data;
|
||||
indices = (const int*)cmd_list->IdxBuffer.Data;
|
||||
}
|
||||
#else
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
|
||||
vertices.resize(draw_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < draw_list->IdxBuffer.Size; i++)
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
{
|
||||
const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]];
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
|
||||
ImDrawVertAllegro* dst_v = &vertices[i];
|
||||
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
|
||||
}
|
||||
@@ -188,9 +185,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Render command lists
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -198,7 +195,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplAllegro5_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -294,7 +291,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
|
||||
}
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
|
||||
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
@@ -303,15 +300,14 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
|
||||
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
al_set_clipboard_text(bd->Display, text);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
@@ -451,9 +447,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
struct ALLEGRO_DISPLAY;
|
||||
union ALLEGRO_EVENT;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
|
||||
|
||||
@@ -28,7 +28,6 @@
|
||||
struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
@@ -81,7 +80,7 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
@@ -93,26 +92,26 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
device->RSSetViewports(1, &vp);
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
device->IASetInputLayout(bd->pInputLayout);
|
||||
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
device->VSSetShader(bd->pVertexShader);
|
||||
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
device->PSSetShader(bd->pPixelShader);
|
||||
device->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
device->GSSetShader(nullptr);
|
||||
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);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
device->RSSetState(bd->pRasterizerState);
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
@@ -123,7 +122,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ID3D10Device* device = bd->pd3dDevice;
|
||||
ID3D10Device* ctx = bd->pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@@ -137,7 +136,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -151,7 +150,7 @@ 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 (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -162,11 +161,11 @@ 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* 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;
|
||||
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;
|
||||
}
|
||||
bd->pVB->Unmap();
|
||||
bd->pIB->Unmap();
|
||||
@@ -218,24 +217,24 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
};
|
||||
BACKUP_DX10_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
device->RSGetState(&old.RS);
|
||||
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
device->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
device->PSGetShader(&old.PS);
|
||||
device->VSGetShader(&old.VS);
|
||||
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
device->GSGetShader(&old.GS);
|
||||
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
device->IAGetInputLayout(&old.InputLayout);
|
||||
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);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, device);
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -244,18 +243,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, device);
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -267,34 +266,34 @@ 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 };
|
||||
device->RSSetScissorRects(1, &r);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
|
||||
device->PSSetShaderResources(0, 1, &texture_srv);
|
||||
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
|
||||
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
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();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
@@ -348,9 +347,9 @@ 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_CLAMP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
// 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'.
|
||||
|
||||
// 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.
|
||||
@@ -16,8 +15,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
@@ -84,7 +81,7 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
@@ -96,29 +93,29 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
device_ctx->RSSetViewports(1, &vp);
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
device_ctx->IASetInputLayout(bd->pInputLayout);
|
||||
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
|
||||
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
|
||||
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
device_ctx->GSSetShader(nullptr, nullptr, 0);
|
||||
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
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..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
device_ctx->RSSetState(bd->pRasterizerState);
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
@@ -129,7 +126,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
|
||||
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@@ -162,28 +159,28 @@ 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 (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
if (ctx->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* 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;
|
||||
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;
|
||||
}
|
||||
device->Unmap(bd->pVB, 0);
|
||||
device->Unmap(bd->pIB, 0);
|
||||
ctx->Unmap(bd->pVB, 0);
|
||||
ctx->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 (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
if (ctx->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;
|
||||
@@ -198,7 +195,7 @@ 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));
|
||||
device->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
ctx->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!)
|
||||
@@ -228,34 +225,26 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
};
|
||||
BACKUP_DX11_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
device->RSGetState(&old.RS);
|
||||
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
device->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
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);
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||
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->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);
|
||||
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);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||
|
||||
// Setup render state structure (for callbacks and custom texture bindings)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplDX11_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||
render_state.SamplerDefault = bd->pFontSampler;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -264,18 +253,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -287,37 +276,36 @@ 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 };
|
||||
device->RSSetScissorRects(1, &r);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||
device->PSSetShaderResources(0, 1, &texture_srv);
|
||||
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = NULL;
|
||||
|
||||
// Restore modified DX state
|
||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
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();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
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();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
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();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
@@ -371,9 +359,9 @@ 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_CLAMP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
// 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'.
|
||||
|
||||
// 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.
|
||||
@@ -20,9 +19,7 @@
|
||||
|
||||
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);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
@@ -32,14 +29,4 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
// [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
|
||||
|
||||
@@ -4,7 +4,14 @@
|
||||
// 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'.
|
||||
|
||||
// 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.
|
||||
@@ -16,9 +23,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
@@ -91,7 +95,7 @@ struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
};
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
|
||||
@@ -121,7 +125,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
||||
command_list->RSSetViewports(1, &vp);
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
@@ -131,21 +135,21 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = fr->VertexBufferSize * stride;
|
||||
vbv.StrideInBytes = stride;
|
||||
command_list->IASetVertexBuffers(0, 1, &vbv);
|
||||
ctx->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;
|
||||
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);
|
||||
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);
|
||||
|
||||
// Setup blend factor
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
command_list->OMSetBlendFactor(blend_factor);
|
||||
ctx->OMSetBlendFactor(blend_factor);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
@@ -157,7 +161,7 @@ static inline void SafeRelease(T*& res)
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
@@ -229,24 +233,17 @@ 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* 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;
|
||||
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;
|
||||
}
|
||||
fr->VertexBuffer->Unmap(0, &range);
|
||||
fr->IndexBuffer->Unmap(0, &range);
|
||||
|
||||
// Setup desired DX state
|
||||
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;
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
@@ -255,18 +252,18 @@ 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* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_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, command_list, fr);
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -276,21 +273,18 @@ 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
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
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();
|
||||
command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
|
||||
command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
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);
|
||||
}
|
||||
}
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = NULL;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
@@ -439,6 +433,14 @@ 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);
|
||||
}
|
||||
|
||||
@@ -475,9 +477,9 @@ 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_CLAMP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.MipLODBias = 0.f;
|
||||
staticSampler.MaxAnisotropy = 0;
|
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
|
||||
@@ -4,7 +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'.
|
||||
|
||||
// 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.
|
||||
@@ -25,9 +27,8 @@ struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
|
||||
// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// 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,
|
||||
@@ -40,13 +41,4 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
||||
// [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
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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).
|
||||
@@ -89,45 +88,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
|
||||
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
|
||||
device->SetViewport(&vp);
|
||||
bd->pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
|
||||
device->SetPixelShader(nullptr);
|
||||
device->SetVertexShader(nullptr);
|
||||
device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||
device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
device->SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
|
||||
device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
||||
device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
||||
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||
device->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
||||
device->SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
device->SetRenderState(D3DRS_LIGHTING, FALSE);
|
||||
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
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);
|
||||
|
||||
// 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.
|
||||
@@ -145,9 +140,9 @@ 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
|
||||
} } };
|
||||
device->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
device->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
device->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -158,53 +153,51 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
|
||||
|
||||
// Create and grow buffers if needed
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||
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)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* state_block = nullptr;
|
||||
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
|
||||
IDirect3DStateBlock9* d3d9_state_block = nullptr;
|
||||
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
if (state_block->Capture() < 0)
|
||||
if (d3d9_state_block->Capture() < 0)
|
||||
{
|
||||
state_block->Release();
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
||||
D3DMATRIX last_world, last_view, last_projection;
|
||||
device->GetTransform(D3DTS_WORLD, &last_world);
|
||||
device->GetTransform(D3DTS_VIEW, &last_view);
|
||||
device->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Allocate buffers
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
state_block->Release();
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
bd->pVB->Unlock();
|
||||
state_block->Release();
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -214,9 +207,9 @@ 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* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
|
||||
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
|
||||
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++)
|
||||
{
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
@@ -227,14 +220,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += draw_list->IdxBuffer.Size;
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
bd->pVB->Unlock();
|
||||
bd->pIB->Unlock();
|
||||
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
device->SetIndices(bd->pIB);
|
||||
device->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
bd->pd3dDevice->SetIndices(bd->pIB);
|
||||
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
@@ -246,10 +239,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -257,7 +250,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -267,28 +260,26 @@ 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
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
device->SetScissorRect(&r);
|
||||
|
||||
// Bind texture, Draw
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
|
||||
device->SetTexture(0, texture);
|
||||
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
||||
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);
|
||||
}
|
||||
}
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
device->SetTransform(D3DTS_WORLD, &last_world);
|
||||
device->SetTransform(D3DTS_VIEW, &last_view);
|
||||
device->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Restore the DX9 state
|
||||
state_block->Apply();
|
||||
state_block->Release();
|
||||
d3d9_state_block->Apply();
|
||||
d3d9_state_block->Release();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
|
||||
|
||||
@@ -18,21 +18,8 @@
|
||||
// - 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)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
|
||||
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
|
||||
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
|
||||
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
|
||||
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
||||
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
@@ -109,18 +96,10 @@
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
#ifndef _WIN32
|
||||
#include <unistd.h> // for usleep()
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
||||
#include <GLFW/emscripten_glfw3.h>
|
||||
#else
|
||||
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
@@ -152,7 +131,7 @@ struct ImGui_ImplGlfw_Data
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
|
||||
@@ -166,7 +145,7 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC PrevWndProc;
|
||||
WNDPROC GlfwWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -185,12 +164,19 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
IM_UNUSED(scancode);
|
||||
switch (keycode)
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
@@ -349,7 +335,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
||||
return;
|
||||
#endif
|
||||
@@ -358,10 +344,9 @@ 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)
|
||||
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
@@ -372,7 +357,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
@@ -406,7 +391,7 @@ 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, scancode);
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
@@ -469,7 +454,7 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
@@ -512,7 +497,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
|
||||
return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -568,14 +553,6 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
||||
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
|
||||
#else
|
||||
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
||||
#endif
|
||||
#endif
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -593,12 +570,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
|
||||
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
|
||||
#ifdef __EMSCRIPTEN__
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
|
||||
#endif
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
@@ -629,10 +603,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)bd->Window;
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
@@ -643,28 +622,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->PrevWndProc != nullptr);
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::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;
|
||||
}
|
||||
@@ -692,19 +654,18 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
if (bd->CanvasSelector)
|
||||
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: restore our WndProc hook
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
||||
bd->PrevWndProc = nullptr;
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
@@ -721,14 +682,14 @@ static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
@@ -779,7 +740,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
return;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
@@ -853,17 +814,7 @@ 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
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
@@ -884,7 +835,7 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
|
||||
|
||||
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
|
||||
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
|
||||
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
|
||||
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
|
||||
{
|
||||
IM_ASSERT(canvas_selector != nullptr);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
@@ -896,24 +847,8 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
|
||||
|
||||
// Change the size of the GLFW window according to the size of the canvas
|
||||
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
|
||||
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
}
|
||||
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
|
||||
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
|
||||
// by invoking emscripten_glfw_make_canvas_resizable afterward.
|
||||
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
|
||||
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
|
||||
{
|
||||
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
|
||||
IM_ASSERT(window == w); // Sanity check
|
||||
IM_UNUSED(w);
|
||||
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
|
||||
}
|
||||
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
@@ -24,17 +24,15 @@
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
|
||||
// Emscripten related initialization phase methods
|
||||
#ifdef __EMSCRIPTEN__
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
|
||||
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
|
||||
#endif
|
||||
|
||||
// GLFW callbacks install
|
||||
@@ -57,7 +55,4 @@ 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
|
||||
|
||||
@@ -26,7 +26,6 @@
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
@class MTLRenderPassDescriptor;
|
||||
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
|
||||
@@ -52,7 +51,6 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
#include <Metal/Metal.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
|
||||
|
||||
@@ -246,14 +246,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = drawData->CmdLists[n];
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
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));
|
||||
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));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -261,7 +261,7 @@ 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(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -291,7 +291,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
|
||||
// Bind texture, Draw
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
@@ -302,8 +302,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
@@ -347,7 +347,7 @@ 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((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
|
||||
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
|
||||
|
||||
return (bd->SharedMetalContext.fontTexture != nil);
|
||||
}
|
||||
|
||||
@@ -22,8 +22,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -115,8 +113,6 @@ void ImGui_ImplOpenGL2_NewFrame()
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
@@ -193,16 +189,16 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -210,7 +206,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -264,8 +260,6 @@ 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);
|
||||
|
||||
|
||||
@@ -24,7 +24,6 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
|
||||
@@ -22,8 +22,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
|
||||
@@ -125,7 +123,6 @@
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
|
||||
@@ -405,8 +402,6 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
@@ -551,7 +546,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
// - OpenGL drivers are in a very sorry state nowadays....
|
||||
@@ -561,8 +556,8 @@ 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)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
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);
|
||||
if (bd->UseBufferSubData)
|
||||
{
|
||||
if (bd->VertexBufferSize < vtx_buffer_size)
|
||||
@@ -575,18 +570,18 @@ 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*)draw_list->VtxBuffer.Data));
|
||||
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data));
|
||||
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));
|
||||
}
|
||||
else
|
||||
{
|
||||
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));
|
||||
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));
|
||||
}
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -594,7 +589,7 @@ 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(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -682,8 +677,6 @@ 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
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
|
||||
@@ -181,9 +181,6 @@ 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);
|
||||
@@ -234,9 +231,6 @@ 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
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
@@ -42,7 +41,6 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
// #include <AppKit/AppKit.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
|
||||
|
||||
@@ -29,11 +29,6 @@
|
||||
|
||||
// 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
|
||||
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
|
||||
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
|
||||
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
|
||||
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
|
||||
@@ -85,7 +80,6 @@ struct ImGui_ImplOSX_Data
|
||||
KeyEventResponder* KeyEventResponder;
|
||||
NSTextInputContext* InputContext;
|
||||
id Monitor;
|
||||
NSWindow* Window;
|
||||
|
||||
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -139,7 +133,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
- (void)updateImePosWithView:(NSView *)view
|
||||
{
|
||||
NSWindow* window = view.window;
|
||||
NSWindow *window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
@@ -259,9 +253,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
@end
|
||||
|
||||
// Functions
|
||||
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
|
||||
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
@@ -399,7 +391,6 @@ 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!");
|
||||
|
||||
@@ -411,9 +402,6 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Observer = [ImGuiObserver new];
|
||||
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
|
||||
|
||||
// Load cursors. Some of them are undocumented.
|
||||
bd->MouseCursorHidden = false;
|
||||
@@ -430,14 +418,14 @@ 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.
|
||||
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
|
||||
io.SetClipboardTextFn = [](void*, const char* str) -> void
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
|
||||
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
|
||||
};
|
||||
|
||||
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
|
||||
io.GetClipboardTextFn = [](void*) -> const char*
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
@@ -472,7 +460,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
[view addSubview:bd->KeyEventResponder];
|
||||
ImGui_ImplOSX_AddTrackingArea(view);
|
||||
|
||||
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
|
||||
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
if (data->WantVisible)
|
||||
|
||||
@@ -21,16 +21,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
|
||||
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
|
||||
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
|
||||
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
|
||||
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
||||
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
@@ -100,12 +90,9 @@
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#ifdef __APPLE__
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten/em_js.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
@@ -113,15 +100,11 @@
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#if SDL_HAS_VULKAN
|
||||
extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
@@ -152,7 +135,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
@@ -161,13 +144,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
@@ -180,10 +163,8 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
{
|
||||
IM_UNUSED(scancode);
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
@@ -305,7 +286,6 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
default: break;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -319,12 +299,6 @@ 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)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
||||
}
|
||||
|
||||
// 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.
|
||||
@@ -340,8 +314,6 @@ 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);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
@@ -349,8 +321,6 @@ 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;
|
||||
@@ -369,8 +339,6 @@ 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; }
|
||||
@@ -386,26 +354,20 @@ 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);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == 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,
|
||||
@@ -435,11 +397,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
||||
#endif
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
@@ -464,18 +422,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
platform_io.Platform_ClipboardUserData = nullptr;
|
||||
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
|
||||
#endif
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
@@ -495,7 +448,6 @@ 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*)(intptr_t)bd->WindowID;
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
@@ -529,13 +481,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
(void)sdl_gl_context; // Unused in 'master' branch.
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
@@ -543,7 +495,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
@@ -551,22 +503,22 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
@@ -605,7 +557,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
@@ -765,10 +717,6 @@ 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);
|
||||
|
||||
@@ -27,7 +27,6 @@ struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
@@ -10,6 +9,8 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -21,22 +22,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
|
||||
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
|
||||
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
|
||||
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
|
||||
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
|
||||
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
|
||||
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
|
||||
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
|
||||
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
|
||||
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
|
||||
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
|
||||
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
|
||||
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
|
||||
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
@@ -87,14 +72,10 @@
|
||||
struct ImGui_ImplSDL3_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_WindowID WindowID;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// IME handling
|
||||
SDL_Window* ImeWindow;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
@@ -121,31 +102,22 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
const char* sdl_clipboard_text = SDL_GetClipboardText();
|
||||
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
|
||||
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
SDL_Window* window = SDL_GetWindowFromID(window_id);
|
||||
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
|
||||
{
|
||||
SDL_StopTextInput(bd->ImeWindow);
|
||||
bd->ImeWindow = nullptr;
|
||||
}
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
@@ -153,37 +125,17 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputArea(window, &r, 0);
|
||||
SDL_StartTextInput(window);
|
||||
bd->ImeWindow = window;
|
||||
SDL_SetTextInputRect(&r);
|
||||
SDL_StartTextInput();
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
{
|
||||
// Keypad doesn't have individual key values in SDL3
|
||||
switch (scancode)
|
||||
{
|
||||
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
default: break;
|
||||
}
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
@@ -217,6 +169,23 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||||
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||||
@@ -236,32 +205,32 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
|
||||
case SDLK_7: return ImGuiKey_7;
|
||||
case SDLK_8: return ImGuiKey_8;
|
||||
case SDLK_9: return ImGuiKey_9;
|
||||
case SDLK_A: return ImGuiKey_A;
|
||||
case SDLK_B: return ImGuiKey_B;
|
||||
case SDLK_C: return ImGuiKey_C;
|
||||
case SDLK_D: return ImGuiKey_D;
|
||||
case SDLK_E: return ImGuiKey_E;
|
||||
case SDLK_F: return ImGuiKey_F;
|
||||
case SDLK_G: return ImGuiKey_G;
|
||||
case SDLK_H: return ImGuiKey_H;
|
||||
case SDLK_I: return ImGuiKey_I;
|
||||
case SDLK_J: return ImGuiKey_J;
|
||||
case SDLK_K: return ImGuiKey_K;
|
||||
case SDLK_L: return ImGuiKey_L;
|
||||
case SDLK_M: return ImGuiKey_M;
|
||||
case SDLK_N: return ImGuiKey_N;
|
||||
case SDLK_O: return ImGuiKey_O;
|
||||
case SDLK_P: return ImGuiKey_P;
|
||||
case SDLK_Q: return ImGuiKey_Q;
|
||||
case SDLK_R: return ImGuiKey_R;
|
||||
case SDLK_S: return ImGuiKey_S;
|
||||
case SDLK_T: return ImGuiKey_T;
|
||||
case SDLK_U: return ImGuiKey_U;
|
||||
case SDLK_V: return ImGuiKey_V;
|
||||
case SDLK_W: return ImGuiKey_W;
|
||||
case SDLK_X: return ImGuiKey_X;
|
||||
case SDLK_Y: return ImGuiKey_Y;
|
||||
case SDLK_Z: return ImGuiKey_Z;
|
||||
case SDLK_a: return ImGuiKey_A;
|
||||
case SDLK_b: return ImGuiKey_B;
|
||||
case SDLK_c: return ImGuiKey_C;
|
||||
case SDLK_d: return ImGuiKey_D;
|
||||
case SDLK_e: return ImGuiKey_E;
|
||||
case SDLK_f: return ImGuiKey_F;
|
||||
case SDLK_g: return ImGuiKey_G;
|
||||
case SDLK_h: return ImGuiKey_H;
|
||||
case SDLK_i: return ImGuiKey_I;
|
||||
case SDLK_j: return ImGuiKey_J;
|
||||
case SDLK_k: return ImGuiKey_K;
|
||||
case SDLK_l: return ImGuiKey_L;
|
||||
case SDLK_m: return ImGuiKey_M;
|
||||
case SDLK_n: return ImGuiKey_N;
|
||||
case SDLK_o: return ImGuiKey_O;
|
||||
case SDLK_p: return ImGuiKey_P;
|
||||
case SDLK_q: return ImGuiKey_Q;
|
||||
case SDLK_r: return ImGuiKey_R;
|
||||
case SDLK_s: return ImGuiKey_S;
|
||||
case SDLK_t: return ImGuiKey_T;
|
||||
case SDLK_u: return ImGuiKey_U;
|
||||
case SDLK_v: return ImGuiKey_V;
|
||||
case SDLK_w: return ImGuiKey_W;
|
||||
case SDLK_x: return ImGuiKey_X;
|
||||
case SDLK_y: return ImGuiKey_Y;
|
||||
case SDLK_z: return ImGuiKey_Z;
|
||||
case SDLK_F1: return ImGuiKey_F1;
|
||||
case SDLK_F2: return ImGuiKey_F2;
|
||||
case SDLK_F3: return ImGuiKey_F3;
|
||||
@@ -288,7 +257,6 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
default: break;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -302,13 +270,6 @@ 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)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
||||
}
|
||||
|
||||
// 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.
|
||||
@@ -324,8 +285,6 @@ 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);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
@@ -333,8 +292,6 @@ 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;
|
||||
@@ -348,8 +305,6 @@ 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; }
|
||||
@@ -365,27 +320,20 @@ 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);
|
||||
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||
return false;
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
return true;
|
||||
@@ -396,19 +344,15 @@ 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:
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
{
|
||||
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||
return false;
|
||||
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
||||
io.AddFocusEvent(true);
|
||||
return true;
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
@@ -421,12 +365,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
|
||||
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
||||
{
|
||||
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
|
||||
IM_UNUSED(window);
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(_WIN32) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
||||
#if defined(__WIN32__) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
|
||||
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -456,14 +400,13 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
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;
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
@@ -564,7 +507,7 @@ 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_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
@@ -573,7 +516,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
|
||||
|
||||
@@ -682,8 +625,8 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
SDL_free(sdl_gamepads);
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
@@ -10,6 +9,8 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -28,7 +29,6 @@ struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
// 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'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -21,7 +20,6 @@
|
||||
// - 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.
|
||||
@@ -142,29 +140,21 @@ 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* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -172,7 +162,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -203,12 +193,11 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||||
cmd_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);
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
// 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'.
|
||||
|
||||
// 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.
|
||||
@@ -26,7 +25,6 @@
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||||
@@ -38,12 +36,4 @@ 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
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
// 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,
|
||||
@@ -12,7 +10,6 @@
|
||||
// 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'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -23,8 +20,6 @@
|
||||
// - 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.
|
||||
// 2023-05-30: Initial version.
|
||||
@@ -49,10 +44,8 @@
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer3_Data
|
||||
{
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
ImVector<SDL_FColor> ColorBuffer;
|
||||
|
||||
SDL_Renderer* Renderer; // Main viewport's renderer
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -113,28 +106,8 @@ void ImGui_ImplSDLRenderer3_NewFrame()
|
||||
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// https://github.com/libsdl-org/SDL/issues/9009
|
||||
static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
|
||||
{
|
||||
const Uint8* color2 = (const Uint8*)color;
|
||||
colors_out.resize(num_vertices);
|
||||
SDL_FColor* color3 = colors_out.Data;
|
||||
for (int i = 0; i < num_vertices; i++)
|
||||
{
|
||||
color3[i].r = color->r / 255.0f;
|
||||
color3[i].g = color->g / 255.0f;
|
||||
color3[i].b = color->b / 255.0f;
|
||||
color3[i].a = color->a / 255.0f;
|
||||
color2 += color_stride;
|
||||
color = (const SDL_Color*)color2;
|
||||
}
|
||||
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
@@ -160,34 +133,26 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(renderer);
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(renderer);
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
|
||||
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* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -195,7 +160,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -218,16 +183,15 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
|
||||
SDL_RenderGeometryRaw(renderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||||
cmd_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);
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
// 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,
|
||||
@@ -12,7 +10,6 @@
|
||||
// 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'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -28,7 +25,6 @@
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
@@ -40,12 +36,4 @@ 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
|
||||
|
||||
@@ -4,7 +4,14 @@
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: 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'.
|
||||
|
||||
// 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/
|
||||
@@ -26,9 +33,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@@ -390,7 +394,7 @@ 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, VkDeviceSize new_size, VkBufferUsageFlagBits usage)
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
@@ -498,8 +502,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
if (draw_data->TotalVtxCount > 0)
|
||||
{
|
||||
// Create or resize the vertex/index buffers
|
||||
VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
|
||||
VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
|
||||
size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
|
||||
size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
|
||||
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
|
||||
@@ -514,11 +518,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
check_vk_result(err);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* 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;
|
||||
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;
|
||||
}
|
||||
VkMappedMemoryRange range[2] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
@@ -536,14 +540,6 @@ 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)
|
||||
@@ -554,10 +550,10 @@ 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* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -565,7 +561,7 @@ 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(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -590,11 +586,11 @@ 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->GetTexID() };
|
||||
VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
|
||||
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->GetTexID() == (ImTextureID)bd->FontDescriptorSet);
|
||||
IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
|
||||
desc_set[0] = bd->FontDescriptorSet;
|
||||
}
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
|
||||
@@ -603,10 +599,9 @@ 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 += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_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:
|
||||
@@ -986,9 +981,9 @@ 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_CLAMP_TO_EDGE;
|
||||
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
||||
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
||||
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: 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'.
|
||||
|
||||
// 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/
|
||||
@@ -53,7 +55,7 @@
|
||||
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#include <volk.h>
|
||||
#include <Volk/volk.h>
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
@@ -96,34 +98,24 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API 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)
|
||||
// Called by user code
|
||||
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);
|
||||
|
||||
// [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;
|
||||
};
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
// 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'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -17,9 +16,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
@@ -39,18 +35,6 @@
|
||||
// 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"
|
||||
@@ -260,15 +244,9 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
|
||||
#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 = {};
|
||||
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
|
||||
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
|
||||
wgsl_desc.code = wgsl_source;
|
||||
#endif
|
||||
wgsl_desc.code = wgsl_source;
|
||||
|
||||
WGPUShaderModuleDescriptor desc = {};
|
||||
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
|
||||
@@ -428,11 +406,11 @@ 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* 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;
|
||||
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;
|
||||
}
|
||||
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);
|
||||
@@ -442,13 +420,6 @@ 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;
|
||||
@@ -457,10 +428,10 @@ 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* draw_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -468,7 +439,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -504,10 +475,9 @@ 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 += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = NULL;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
@@ -566,9 +536,9 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
}
|
||||
@@ -690,11 +660,7 @@ 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;
|
||||
@@ -764,15 +730,7 @@ 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;
|
||||
|
||||
@@ -2,17 +2,9 @@
|
||||
// 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'.
|
||||
|
||||
// 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.
|
||||
@@ -45,7 +37,6 @@ struct ImGui_ImplWGPU_InitInfo
|
||||
}
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
@@ -55,13 +46,4 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
|
||||
// [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
|
||||
|
||||
@@ -21,7 +21,6 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
@@ -99,7 +98,6 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
@@ -107,7 +105,7 @@ struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
@@ -171,8 +169,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
|
||||
// Dynamically load XInput library
|
||||
@@ -295,7 +292,7 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
@@ -308,7 +305,7 @@ static void ImGui_ImplWin32_UpdateMouseData()
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
@@ -419,14 +416,12 @@ void ImGui_ImplWin32_NewFrame()
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
// Map VK_xxx to ImGuiKey_xxx.
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
return ImGuiKey_KeypadEnter;
|
||||
// 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)
|
||||
{
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_TAB: return ImGuiKey_Tab;
|
||||
@@ -475,6 +470,7 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
||||
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;
|
||||
@@ -630,16 +626,6 @@ 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:
|
||||
@@ -693,9 +679,12 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Obtain virtual key code and convert to ImGuiKey
|
||||
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
|
||||
const int vk = (int)wParam;
|
||||
// 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);
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
|
||||
@@ -2,10 +2,23 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
|
||||
|
||||
## Dear ImGui: Backends
|
||||
|
||||
### Integrating backends
|
||||
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
|
||||
<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
|
||||
|
||||
### What are backends?
|
||||
|
||||
@@ -25,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
|
||||
- Optional: multi-viewports support.
|
||||
etc.
|
||||
|
||||
This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and the backends which we are describing here (backends/ folder).
|
||||
@@ -34,24 +47,11 @@ and the backends which we are describing here (backends/ folder).
|
||||
- You should be able to write backends for pretty much any platform and any 3D graphics API.
|
||||
e.g. you can get creative and use software rendering or render remotely on a different machine.
|
||||
|
||||
### Standard backends
|
||||
|
||||
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
### Integrating a backend
|
||||
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
|
||||
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
### List of backends
|
||||
|
||||
@@ -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/wiki/Multi-Viewports) of the 'docking' branch allows
|
||||
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) 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
|
||||
|
||||
@@ -36,537 +36,13 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.4 (Released 2024-10-18)
|
||||
VERSION 1.90.9 WIP (In Progress)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with
|
||||
newly exposed and reworked features. Kept inline redirection enum (will obsolete).
|
||||
- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
|
||||
- This removes the requirement to redefine it for backends which are e.g. storing
|
||||
descriptor sets or other 64-bits structures when building on 32-bits archs
|
||||
(namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
|
||||
- You may have compile-time warnings if you were casting to 'void*' instead of 'ImTextureID'
|
||||
when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
|
||||
In doubt it is almost always better to do an intermediate intptr_t cast, since it
|
||||
allows casting any pointer/integer type without warning:
|
||||
- May warn: ImGui::Image((void*)MyTextureData, ...);
|
||||
- May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...);
|
||||
- Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
|
||||
- Note that you can always define ImTextureID to be your own high-level structures
|
||||
(with dedicated constructors and extra render parameters) if you like.
|
||||
- IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
|
||||
- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool
|
||||
(note the inverted value!). (#2517, #2009)
|
||||
Kept legacy names (will obsolete) + code that copies settings once the first time.
|
||||
Dynamically changing the old value won't work. Switch to using the new value!
|
||||
|
||||
Other changes:
|
||||
|
||||
- IO: added 'void* platform_io.Renderer_RenderState' which is set during the
|
||||
ImGui_ImplXXXX_RenderDrawData() of standard backends to expose selected render
|
||||
states to your draw callbacks. (#6969, #5834, #7468, #3590)
|
||||
- IO: io.WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
|
||||
- Error Handling: turned a few more functions into recoverable errors. (#1651)
|
||||
- Nav (Keyboard/Gamepad navigation):
|
||||
- Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure
|
||||
visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787)
|
||||
- Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling
|
||||
of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
|
||||
- Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
|
||||
- Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of
|
||||
navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
|
||||
- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
|
||||
how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
|
||||
- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
|
||||
- Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect.
|
||||
- Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window,
|
||||
is for some reason your app relies on imgui focus to take other decisions.
|
||||
- Nav: pressing escape to hide the navigation cursor doesn't clear location, so it may be
|
||||
restored when Ctrl+Tabbing back into the same window later.
|
||||
- Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
|
||||
- Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant
|
||||
when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
|
||||
- Disabled: clicking a disabled item focuses parent window. (#8064)
|
||||
- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but
|
||||
not display navigation highlight. Properly navigation on it by default. (#8057)
|
||||
- InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation. (#8057)
|
||||
- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation
|
||||
(1.91.3 regression). (#8036)
|
||||
- DrawList: AddCallback() added an optional size parameter allowing to copy and
|
||||
store any amount of user data for usage by callbacks: (#6969, #4770, #7665)
|
||||
- If userdata_size == 0: we copy/store the 'userdata' argument as-is (existing behavior).
|
||||
It will be available unmodified in ImDrawCmd::UserCallbackData during render.
|
||||
- If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata' (new behavior).
|
||||
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.
|
||||
- Note that we use a raw type-less copy.
|
||||
- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
|
||||
- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
|
||||
preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048)
|
||||
[@geertbleyen]
|
||||
- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
|
||||
enabled or not. (#6417)
|
||||
- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not
|
||||
supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946)
|
||||
- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render
|
||||
OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE.
|
||||
Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help).
|
||||
(#7927, #7187, #6591, #6607) [@pthom]
|
||||
- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
|
||||
ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks.
|
||||
(#6969, #5834, #7468, #3590)
|
||||
- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
|
||||
to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.3 (Released 2024-10-04)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.3
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special
|
||||
value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
|
||||
- Drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange.
|
||||
It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
|
||||
Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f
|
||||
to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Error Handling: Enabled/improved error recovery systems. (#1651, #5654)
|
||||
- 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 options needs to be enabled!
|
||||
- Possible usage: facilitate recovery from errors triggered from a scripting language or
|
||||
after specific exceptions handlers. Surface errors to programmers in less aggressive ways.
|
||||
- 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!
|
||||
- Added io.ConfigErrorRecovery to enable error recovery support.
|
||||
- Added io.ConfigErrorRecoveryEnableAssert to assert on recoverable errors.
|
||||
- Added io.ConfigErrorRecoveryEnableDebugLog to output to debug log on recoverable errors.
|
||||
- Added io.ConfigErrorRecoveryEnableTooltip to enable displaying an error tooltip on recoverable errors.
|
||||
The tooltip include a way to enable asserts if they were disabled.
|
||||
- All options are enabled by default.
|
||||
- Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details.
|
||||
- Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window
|
||||
using ImGuiChildFlags_ResizeX,ImGuiChildFlags_ResizeY in order to override its current
|
||||
size. (#1710, #8020)
|
||||
- Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328)
|
||||
- Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). (#8002, #7328)
|
||||
Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location.
|
||||
- Drags: split ImGuiSliderFlags_AlwaysClamp into two distinct flags: (#7968, #3361, #76)
|
||||
- ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput + ImGuiSliderFlags_ClampZeroRange.
|
||||
- Previously _AlwaysClamp only did the equivalent of _ClampOnInput.
|
||||
- Added ImGuiSliderFlags_ClampOnInput which is now a subset of AlwaysClamp.
|
||||
(note that it was the old name of AlwaysClamp, but we are reintroducing that name).
|
||||
- Added ImGuiSliderFlags_ClampZeroRange to enforce clamping even when v_min==v_max==0.0f
|
||||
in drag functions. Sliders are not affected.
|
||||
- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip
|
||||
appeared during drag and drop release.
|
||||
- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so that
|
||||
transitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing
|
||||
info from one to the other. (#8036)
|
||||
- Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036)
|
||||
- Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal.
|
||||
- Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL.
|
||||
(#8009, #8010) [@blitz-research]
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.2 (Released 2024-09-19)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
|
||||
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
|
||||
It was one of the rare case where using same ID is legal. Workarounds:
|
||||
- use single ButtonBehavior() call with multiple _MouseButton flags
|
||||
- or surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
|
||||
|
||||
Other changes:
|
||||
|
||||
- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
|
||||
THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS!
|
||||
- The tool detects when multiple items are sharing the same identifier, due to not
|
||||
using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes.
|
||||
Very frequently it happens when using empty "" labels.
|
||||
- When hovering an item with a conflicting ID, all visible items with the same ID will
|
||||
be highlighted and an explanatory tooltip is made visible.
|
||||
- The feature may be disabled and is exposed in Demo->Tools menu.
|
||||
- I've been wanting to add this tool for a long time, but was stalled by finding a way to
|
||||
not make it spammy + make it practically zero cost. After @pthom made various proposals to
|
||||
solve the same problem (thanks for pushing me!), I decided it was time to finish it.
|
||||
- Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some
|
||||
reason you intend to have duplicate identifiers.
|
||||
- (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768,
|
||||
#2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008,
|
||||
#4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210,
|
||||
#5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186,
|
||||
#6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434,
|
||||
#7472, #7581, #7724, #7926, #7937 and probably more..)
|
||||
- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439)
|
||||
- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling
|
||||
in a table with outer borders. (#7970, #7821).
|
||||
- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
|
||||
- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been
|
||||
removed. Simplifications allowed to implement new optimizations for handling very large text buffers
|
||||
(e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build).
|
||||
This is the first step toward more refactoring. (#7925) [@alektron, @ocornut]
|
||||
- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
|
||||
- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix
|
||||
done in v1.90.5 was incomplete. (#7218)
|
||||
- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend]
|
||||
- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
|
||||
- Windows: fixed an issue where double-click to collapse could be triggered even while another
|
||||
item is active, if the item didn't use the left mouse button. (#7841)
|
||||
- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow
|
||||
hacking in custom cursors if desirable.
|
||||
- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos]
|
||||
- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660)
|
||||
- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam]
|
||||
- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
|
||||
[@ypujante]
|
||||
- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette]
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.1 (Released 2024-09-04)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion]
|
||||
Kept inline redirection flag (will obsolete).
|
||||
- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO:
|
||||
- io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
- io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
- in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency
|
||||
with other functions. Pull your user data from platform_io.ClipboardUserData if used.
|
||||
- as this is will affect all users of custom engines/backends, we are providing proper
|
||||
legacy redirection (will obsolete).
|
||||
- IO: moved other functions from ImGuiIO to ImGuiPlatformIO:
|
||||
- io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660)
|
||||
- io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
|
||||
- io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
|
||||
- access those via GetPlatformIO() instead of GetIO().
|
||||
(Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and
|
||||
often automatically set by core library and backends, we are exceptionally not maintaining
|
||||
a legacy redirection symbol for those two.)
|
||||
- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390)
|
||||
- old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
|
||||
- new ImageButton() requires an explicit 'const char* str_id'
|
||||
- old ImageButton() had frame_padding' override argument.
|
||||
- new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar().
|
||||
|
||||
Other changes:
|
||||
|
||||
- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which
|
||||
is a centralized spot to connect os/platform/renderer related functions.
|
||||
Clipboard, IME and OpenInShell hooks are moved here. (#7660)
|
||||
- IO, InputText: fixed an issue where typing text in an InputText() would defer character
|
||||
processing by one frame, because of the trickling input queue. Reworked interleaved
|
||||
keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858)
|
||||
- Windows: adjust default ClipRect to better match rendering of thick borders (which are in
|
||||
theory not supported). Compensate for the fact that borders are centered around the windows
|
||||
edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
|
||||
- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for
|
||||
ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485)
|
||||
- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload
|
||||
over an already open tree node using multi-select would incorrectly select it. (#7850)
|
||||
- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when
|
||||
used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850)
|
||||
- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right
|
||||
by an extra pixel + rework the change so that contents doesn't overlap the bottom and
|
||||
right border in a scrolling table. (#6765, #3752, #7428)
|
||||
- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple
|
||||
synched instances that are layed out at different X positions. (#7933)
|
||||
- Tabs: avoid queuing a refocus when tab is already focused, which would have the
|
||||
side-effect of e.g. closing popup on a mouse release. (#7914)
|
||||
- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
|
||||
- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
|
||||
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
|
||||
- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside
|
||||
a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973)
|
||||
- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner,
|
||||
fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072)
|
||||
- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only
|
||||
one component of a ImVec2 var.
|
||||
- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903)
|
||||
- Backends:
|
||||
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
|
||||
provide a way to do a portable sleep. (#7844)
|
||||
- Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using
|
||||
the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante]
|
||||
- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
|
||||
- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
|
||||
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
|
||||
by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
|
||||
- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
|
||||
since GLFW own tests are doing that and it seems unnecessary.
|
||||
- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
|
||||
instead of ImGuiIO.
|
||||
- Examples:
|
||||
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
|
||||
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
|
||||
- Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.91.0 (Released 2024-07-30)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
|
||||
- old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
|
||||
- new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
|
||||
It is expected that for a vast majority of users this is automatically set by core
|
||||
library and/or platform backend so it won't have any effect.
|
||||
- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838)
|
||||
You should never need those functions! You can do everything in less a confusing manner by only
|
||||
using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
|
||||
GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
|
||||
I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
|
||||
- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
|
||||
- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
|
||||
- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
|
||||
- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
|
||||
- Item flag changes:
|
||||
- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
|
||||
with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
|
||||
- Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag()
|
||||
with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete).
|
||||
- Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for
|
||||
consistency. Kept inline redirecting functions (will obsolete).
|
||||
+ Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to
|
||||
ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior.
|
||||
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
|
||||
- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
|
||||
- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
|
||||
- ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
|
||||
- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
|
||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante]
|
||||
|
||||
Other changes:
|
||||
|
||||
- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
|
||||
- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
|
||||
(*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**)
|
||||
Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations.
|
||||
- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the
|
||||
typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
|
||||
- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
|
||||
- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
|
||||
- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
|
||||
- Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
|
||||
- Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
|
||||
- Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
|
||||
Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
|
||||
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
|
||||
- This was mostly all previously in imgui_internal.h.
|
||||
- Multi-Select: added multi-select API and demos. (#1861, #6518)
|
||||
- This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves,
|
||||
SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible
|
||||
items), box-selection with scrolling, and many other details.
|
||||
- In the spirit of Dear ImGui design, your code owns both items and actual selection data.
|
||||
This is designed to allow all kinds of selection storage you may use in your application
|
||||
(e.g. set/map/hash, intrusive selection, interval trees, up to you).
|
||||
- The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but...
|
||||
using this correctly is more complicated. You need some sort of linear/random access to your tree,
|
||||
which is suited to advanced trees setups already implementing filters and clipper.
|
||||
We will work toward simplifying our existing demo for trees.
|
||||
- A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app
|
||||
(likely to suit a majority of users).
|
||||
- Documentation:
|
||||
- Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
|
||||
- Demo code + headers are well commented.
|
||||
- Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
|
||||
- Added IsItemToggledSelection() for use if you need latest selection update during current iteration.
|
||||
- Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
|
||||
- BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which
|
||||
is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.)
|
||||
- Other fields are helpful when using a clipper, or wanting to handle deletion nicely.
|
||||
- Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional):
|
||||
- This is similar to if you used e.g. a std::set<ID> to store a selection, with all the right
|
||||
glue to honor ImGuiMultiSelectIO requests. Most applications can use that.
|
||||
- Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional):
|
||||
- Helpful to easily bind multi-selection to e.g. an array of checkboxes.
|
||||
- Added ImGuiMultiSelectFlags options:
|
||||
- ImGuiMultiSelectFlags_SingleSelect
|
||||
- ImGuiMultiSelectFlags_NoSelectAll
|
||||
- ImGuiMultiSelectFlags_NoRangeSelect
|
||||
- ImGuiMultiSelectFlags_NoAutoSelect
|
||||
- ImGuiMultiSelectFlags_NoAutoClear
|
||||
- ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424)
|
||||
- ImGuiMultiSelectFlags_BoxSelect1d
|
||||
- ImGuiMultiSelectFlags_BoxSelect2d
|
||||
- ImGuiMultiSelectFlags_BoxSelectNoScroll
|
||||
- ImGuiMultiSelectFlags_ClearOnEscape
|
||||
- ImGuiMultiSelectFlags_ClearOnClickVoid
|
||||
- ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect
|
||||
- ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease
|
||||
- ImGuiMultiSelectFlags_NavWrapX
|
||||
- Demo: Added "Examples->Assets Browser" demo.
|
||||
- Demo: Added "Widgets->Selection State & Multi-Select" section, with:
|
||||
- Multi-Select
|
||||
- Multi-Select (with clipper)
|
||||
- Multi-Select (with deletion)
|
||||
- Multi-Select (dual list box) (#6648)
|
||||
- Multi-Select (in a table)
|
||||
- Multi-Select (checkboxes)
|
||||
- Multi-Select (multiple scopes)
|
||||
- Multi-Select (tiled assert browser)
|
||||
- Multi-Select (trees) (#1861)
|
||||
- Multi-Select (advanced)
|
||||
- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API.
|
||||
This is a simplified version of a more complete set of function available in imgui_internal.h.
|
||||
One common use-case for this is to allow your widgets to disable standard inputs behaviors such
|
||||
as Tab or Alt handling, Mouse Wheel scrolling, etc.
|
||||
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
|
||||
// Hovering or activating the button will disable mouse wheel default behavior to scroll
|
||||
InvisibleButton(...);
|
||||
SetItemKeyOwner(ImGuiKey_MouseWheelY);
|
||||
- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
|
||||
within a child window using ImGuiChildFlags_NavFlattened.
|
||||
- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf]
|
||||
- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
|
||||
open/close storage. Useful if needing to often read/write from storage without manipulating
|
||||
the ID stack. (#7553, #6990, #3823, #1131)
|
||||
- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
|
||||
the hovered state. (#7820) [@rerilier]
|
||||
- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
|
||||
can use the clipper without knowing the amount of items beforehand. (#1311)
|
||||
In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration
|
||||
loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
|
||||
- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
|
||||
- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
|
||||
thickness of the horizontal line over selected tabs. [@DctrNoob]
|
||||
- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
|
||||
- Misc: added GetID(int) variant for consistency. (#7111)
|
||||
- Debug Tools:
|
||||
- Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
|
||||
Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
|
||||
other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
|
||||
- Debug Log: Added "Configure Outputs.." button. (#5855)
|
||||
- Debug Log: Fixed incorrect checkbox layout when partially clipped.
|
||||
- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and
|
||||
struct description data that a real application would want to use.
|
||||
- Backends:
|
||||
- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN).
|
||||
(#7768, #4858, #2622) [@Aemony]
|
||||
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
|
||||
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
|
||||
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
|
||||
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
|
||||
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
|
||||
- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
|
||||
[@ypujante, @ocornut]
|
||||
- Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
|
||||
not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
|
||||
workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
|
||||
(#7647) [@ypujante]
|
||||
- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
|
||||
"Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.9 (Released 2024-07-01)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.9
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to
|
||||
ImGuiStoragePair (simpler for many languages). No significant nested type left.
|
||||
- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window
|
||||
flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for
|
||||
BeginChild() calls anyhow. (#7687) [@cfillion]
|
||||
- old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
|
||||
- new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0)
|
||||
Kept inline redirection flag (will obsolete).
|
||||
- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351)
|
||||
- ImGuiCol_TabActive -> ImGuiCol_TabSelected
|
||||
- ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed
|
||||
- ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected
|
||||
Kept inline redirecting enums (will obsolete).
|
||||
- IO: io.ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data.
|
||||
Newly added io.ClearInputMouse() does. (#4921)
|
||||
- Drag and Drop: renamed ImGuiDragDropFlags_SourceAutoExpirePayload to
|
||||
ImGuiDragDropFlags_PayloadAutoExpire. Kept inline redirecting enum (will obsolete). (#1725, #143)
|
||||
|
||||
Other changes:
|
||||
|
||||
- IO: do not disable io.ConfigWindowsResizeFromEdges (which allow resizing from borders
|
||||
and lower-left corner) when ImGuiBackendFlags_HasMouseCursors is not set by backend.
|
||||
The initial reasoning is that resizing from borders feels better when correct mouse cursor
|
||||
shape change as honored by backends. Keeping this enabling will hopefully increase pressure
|
||||
on third-party backends to set ImGuiBackendFlags_HasMouseCursors and honor changes of
|
||||
ImGui::GetMouseCursor() value. (#1495)
|
||||
- IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button
|
||||
which was pressed over void/underlying app, which is consistent/needed to allow the
|
||||
mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42]
|
||||
- IO: Added io.ClearInputMouse() to clear mouse state. (#4921)
|
||||
- IO: Added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (#4921)
|
||||
- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is
|
||||
tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child
|
||||
position could have temporarily be moved around by erroneous padding application. (#7706)
|
||||
- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal
|
||||
line over selected tabs to increase visibility. This is used by docking.
|
||||
Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors.
|
||||
- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for
|
||||
'TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered' on each column. (#3740)
|
||||
- Disabled, Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block
|
||||
bypassing the disabled state. (#7726)
|
||||
- Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state,
|
||||
to make it that only tooltip windows are temporarily clearing it. (#211, #7640)
|
||||
- Drags: added ImGuiSliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749)
|
||||
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern sets
|
||||
active id so a multi-frame extern source doesn't interfere with hovered widgets. (#143)
|
||||
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern does not assume
|
||||
a mouse button being pressed. Facilitate implementing cross-context drag and drop. (#143)
|
||||
- Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext/_PayloadNoCrossProcess flags
|
||||
as metadata to specify that a payload may not be copied outside the context/process by
|
||||
some logic aiming to copy payloads around.
|
||||
- Drag and Drop: Fixes an issue when elapsing payload would be based on last payload
|
||||
frame instead of last drag source frame, which makes a difference if not resubmitting
|
||||
payload every frame. (#143)
|
||||
- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
|
||||
- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for
|
||||
use by backends.
|
||||
- imgui_freetype: Fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369)
|
||||
- Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it
|
||||
has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) [@mlauss2]
|
||||
- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728)
|
||||
- Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735)
|
||||
- Backends: SDL3: Update for SDL_SetTextInputRect() API rename. (#7760, #7754) [@maxortner01]
|
||||
- Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. (SDL#9009).
|
||||
- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854)
|
||||
[@martin-ejdestig]
|
||||
- Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI since new SDL_HINT_IME_IMPLEMENTED_UI
|
||||
values has a more suitable default for our case case.
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: handle swap chain resize even without Vulkan
|
||||
returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671)
|
||||
[@AndreiNego, @ocornut]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.8 (Released 2024-06-06)
|
||||
@@ -1075,7 +551,6 @@ Breaking changes:
|
||||
Before: BeginChild("Name", size, false)
|
||||
After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
|
||||
Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites.
|
||||
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
|
||||
- BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
|
||||
the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense
|
||||
for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
|
||||
@@ -1125,7 +600,6 @@ Other changes:
|
||||
child windows from the bottom/right border (toward layout direction). Resized child windows
|
||||
settings are saved and persistent in .ini file. (#1710)
|
||||
- BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter.
|
||||
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
|
||||
- BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize
|
||||
on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710)
|
||||
e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
|
||||
@@ -1335,7 +809,7 @@ Breaking changes:
|
||||
|
||||
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
|
||||
and often incorrect/misleading considering the existence of a higher-level
|
||||
input queue. This is automatically cleared by io.ClearInputKeys(). (#4921)
|
||||
input queue. This is automatically cleared by io.ClearInputsKeys(). (#4921)
|
||||
- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
|
||||
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
|
||||
cannot compare to NULL nor reassign manually anymore.
|
||||
@@ -1373,10 +847,10 @@ Other changes:
|
||||
will slightly reduce scrollbar size. Generally we tried to make it that window
|
||||
border size has no incidence on layout but this can't work with thick borders. (#2522)
|
||||
- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
|
||||
May be useful in conjunction with io.ClearInputKeys() if you need to clear
|
||||
May be useful in conjunction with io.ClearInputsKeys() if you need to clear
|
||||
both current inputs state and queued events (e.g. when using blocking native
|
||||
dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
|
||||
- IO: Changed io.ClearInputKeys() specs to also clear current frame character buffer
|
||||
- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer
|
||||
(what now obsoleted io.ClearInputCharacters() did), as this is effectively the
|
||||
desirable behavior.
|
||||
- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable
|
||||
|
||||
@@ -35,13 +35,46 @@ At shutdown:
|
||||
call ImGui::DestroyContext()
|
||||
```
|
||||
|
||||
Main resource:
|
||||
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
|
||||
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
|
||||
|
||||
Additional resources:
|
||||
- Read FAQ at https://www.dearimgui.com/faq
|
||||
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
|
||||
- Read the comments and instruction at the top of each file.
|
||||
```cpp
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
|
||||
56
docs/FAQ.md
56
docs/FAQ.md
@@ -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/wiki/Docking)
|
||||
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
|
||||
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)
|
||||
|
||||
Many projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
@@ -204,11 +204,10 @@ 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!**
|
||||
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
|
||||
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
|
||||
<table>
|
||||
<tr>
|
||||
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
|
||||
<td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
|
||||
<td>
|
||||
<pre lang="cpp">
|
||||
ImGui::Begin("Incorrect!");
|
||||
@@ -380,9 +379,8 @@ 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 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.
|
||||
- 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).
|
||||
|
||||
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
|
||||
|
||||
@@ -390,27 +388,27 @@ 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 default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
|
||||
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.
|
||||
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 should contains 'GLuint' (GL texture identifier).
|
||||
- ImTextureID = GLuint
|
||||
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX9:
|
||||
- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer).
|
||||
- ImTextureID = LPDIRECT3DTEXTURE9
|
||||
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX11:
|
||||
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
|
||||
- ImTextureID = ID3D11ShaderResourceView*
|
||||
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX12:
|
||||
- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits)
|
||||
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
|
||||
- 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.
|
||||
@@ -422,14 +420,14 @@ 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
|
||||
// Cast our texture type to ImTextureID / void*
|
||||
MyTexture* texture = g_CoffeeTableTexture;
|
||||
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));
|
||||
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
|
||||
```
|
||||
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
|
||||
```cpp
|
||||
// Cast ImTextureID stored in the draw command as our texture type
|
||||
MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID();
|
||||
// Cast ImTextureID / void* stored in the draw command as our texture type
|
||||
MyTexture* texture = (MyTexture*)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.
|
||||
@@ -438,19 +436,19 @@ 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 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.
|
||||
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*.
|
||||
Here are some examples:
|
||||
```cpp
|
||||
GLuint my_tex = XXX;
|
||||
ImTextureID my_imtexid;
|
||||
my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address)
|
||||
my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint
|
||||
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
|
||||
|
||||
ID3D11ShaderResourceView* my_dx11_srv = XXX;
|
||||
ImTextureID my_imtexid;
|
||||
my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID
|
||||
my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView*
|
||||
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*
|
||||
```
|
||||
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
|
||||
|
||||
@@ -641,7 +639,7 @@ 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 GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
|
||||
for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -656,7 +654,7 @@ 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?q=label%3Agallery)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/7503)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -702,7 +700,7 @@ 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?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.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -50,9 +50,7 @@ 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 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.
|
||||
|
||||

|
||||
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
|
||||
Some solutions:
|
||||
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
|
||||
@@ -62,8 +60,6 @@ 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)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
@@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
@@ -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. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
|
||||
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 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.
|
||||
|
||||
@@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
|
||||
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
```cpp
|
||||
@@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
|
||||
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
|
||||
|
||||
### Getting Started & Integration
|
||||
### Integration
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
@@ -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?q=label%3Agallery)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
@@ -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/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
|
||||
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [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)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
@@ -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://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
|
||||
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
|
||||
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
|
||||
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
|
||||
|
||||
|
||||
@@ -9,7 +9,8 @@ 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.
|
||||
@@ -43,7 +44,7 @@ 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 expose render state instead of pulling from Renderer_RenderState (would break API).
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
@@ -64,6 +65,7 @@ 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)
|
||||
@@ -188,11 +190,11 @@ 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)
|
||||
@@ -274,13 +276,14 @@ 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: 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: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection (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.
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
android:name="imgui.example.android.MainActivity"
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:configChanges="orientation|keyboardHidden|screenSize"
|
||||
android:exported="true">
|
||||
android:exported="false">
|
||||
<meta-data android:name="android.app.lib_name"
|
||||
android:value="ImGuiExample" />
|
||||
|
||||
|
||||
@@ -91,11 +91,6 @@ 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();
|
||||
|
||||
@@ -85,7 +85,7 @@ int main(int, char**)
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
@@ -127,11 +127,6 @@ 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();
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
|
||||
@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%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
|
||||
@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%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <volk.h>
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
@@ -485,19 +485,17 @@ int main(int, char**)
|
||||
glfwPollEvents();
|
||||
|
||||
// Resize swap chain?
|
||||
int fb_width, fb_height;
|
||||
glfwGetFramebufferSize(window, &fb_width, &fb_height);
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
||||
{
|
||||
ImGui_ImplGlfw_Sleep(10);
|
||||
continue;
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
if (width > 0 && height > 0)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
||||
@@ -27,12 +27,6 @@ set(IMGUI_DIR ../../)
|
||||
|
||||
# Libraries
|
||||
if(EMSCRIPTEN)
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
||||
else()
|
||||
# cannot use contrib.glfw3 prior to 3.1.57
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
|
||||
endif()
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else()
|
||||
@@ -79,11 +73,6 @@ 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
|
||||
@@ -93,15 +82,9 @@ target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
|
||||
|
||||
# Emscripten settings
|
||||
if(EMSCRIPTEN)
|
||||
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
|
||||
target_compile_options(example_glfw_wgpu PUBLIC
|
||||
"${IMGUI_EMSCRIPTEN_GLFW3}"
|
||||
)
|
||||
endif()
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
|
||||
target_link_options(example_glfw_wgpu PRIVATE
|
||||
"-sUSE_WEBGPU=1"
|
||||
"${IMGUI_EMSCRIPTEN_GLFW3}"
|
||||
"-sUSE_GLFW=3"
|
||||
"-sWASM=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
|
||||
@@ -101,7 +101,7 @@ int main(int, char**)
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
@@ -151,11 +151,6 @@ 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;
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -126,11 +126,6 @@ int main(int, char**)
|
||||
CreateRenderTarget();
|
||||
}
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
|
||||
@@ -105,11 +105,6 @@ 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();
|
||||
|
||||
@@ -140,11 +140,6 @@ 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();
|
||||
|
||||
@@ -47,7 +47,7 @@ int main(int, char**)
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error creating SDL_Renderer!");
|
||||
return -1;
|
||||
return 0;
|
||||
}
|
||||
//SDL_RendererInfo info;
|
||||
//SDL_GetRendererInfo(renderer, &info);
|
||||
@@ -107,11 +107,6 @@ 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();
|
||||
|
||||
@@ -7,4 +7,4 @@
|
||||
|
||||
@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
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@@ -107,7 +107,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@@ -148,7 +148,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>
|
||||
@@ -24,7 +24,7 @@
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <volk.h>
|
||||
#include <Volk/volk.h>
|
||||
#endif
|
||||
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
@@ -492,21 +492,19 @@ 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;
|
||||
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))
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
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;
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
if (width > 0 && height > 0)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
||||
@@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
```
|
||||
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
|
||||
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
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
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
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
## Linux and similar Unixes
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
@@ -57,6 +57,9 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
@@ -136,11 +139,6 @@ 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();
|
||||
@@ -201,7 +199,7 @@ int main(int, char**)
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_GL_DestroyContext(gl_context);
|
||||
SDL_GL_DeleteContext(gl_context);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
|
||||
@@ -25,12 +25,15 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
|
||||
@@ -111,11 +114,6 @@ 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();
|
||||
@@ -167,9 +165,6 @@ int main(int, char**)
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer3_Shutdown();
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
@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 UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
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%
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx12</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0.18362.0</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>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_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>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
||||
@@ -6,6 +6,10 @@
|
||||
// - 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"
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
@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%
|
||||
@@ -108,11 +108,6 @@ int main(int, char**)
|
||||
}
|
||||
if (done)
|
||||
break;
|
||||
if (::IsIconic(hwnd))
|
||||
{
|
||||
::Sleep(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
|
||||
@@ -29,10 +29,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "ex
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@@ -145,22 +141,6 @@ Global
|
||||
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
|
||||
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
|
||||
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64
|
||||
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.Build.0 = Debug|x64
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
@@ -17,21 +17,20 @@
|
||||
// - 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 4 examples really need to run with Emscripten, here's our solution:
|
||||
// Since only about 3 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 = [&]() { do
|
||||
#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
|
||||
#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]()
|
||||
#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
|
||||
#else
|
||||
#define EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#define EMSCRIPTEN_MAINLOOP_END
|
||||
|
||||
24
imconfig.h
24
imconfig.h
@@ -14,6 +14,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#define WIN98
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
@@ -21,11 +23,10 @@
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
|
||||
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
||||
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- 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
|
||||
@@ -43,7 +44,6 @@
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
@@ -51,9 +51,6 @@
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Enable Test Engine / Automation features.
|
||||
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
@@ -83,13 +80,10 @@
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
|
||||
//---- 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).
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// - 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
|
||||
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
|
||||
2197
imgui_demo.cpp
2197
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
237
imgui_draw.cpp
237
imgui_draw.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.91.4
|
||||
// dear imgui, v1.90.9 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -175,6 +175,12 @@ using namespace IMGUI_STB_NAMESPACE;
|
||||
|
||||
void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -211,13 +217,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -227,17 +231,23 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
|
||||
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_NavHighlight] = 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);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -274,13 +284,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -290,18 +298,25 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
|
||||
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavHighlight] = 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);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Those light colors are better suited with a thicker font than the default one + FrameBorder
|
||||
void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
{
|
||||
#ifdef WIN98
|
||||
// These colors don't make sense with win98 so just call this anyway
|
||||
// also means I don't have to change all the examples
|
||||
StyleWin98(dst);
|
||||
return;
|
||||
#else
|
||||
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
@@ -338,13 +353,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
|
||||
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
@@ -354,15 +367,138 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
|
||||
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
|
||||
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavHighlight] = 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);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Windows style config
|
||||
#ifdef WIN98
|
||||
void ImGui::StyleWin98(ImGuiStyle* dst)
|
||||
{
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
style->FrameBorderSize = 1.0f;
|
||||
style->FramePadding = ImVec2(4.0f, 4.0f);
|
||||
style->WindowMenuButtonPosition = ImGuiDir_Right;
|
||||
style->ScrollbarSize = 16.0f;
|
||||
|
||||
ImVec4* colors = style->Colors;
|
||||
|
||||
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
|
||||
colors[ImGuiCol_WindowBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_ChildBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_PopupBg] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
|
||||
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
|
||||
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_FrameBgHovered] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_FrameBgActive] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
|
||||
colors[ImGuiCol_TitleBgActive] = ImVec4(0.00f, 0.00f, 0.50f, 1.00f);
|
||||
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
|
||||
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
|
||||
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
|
||||
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
|
||||
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
|
||||
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
|
||||
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
|
||||
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
|
||||
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
|
||||
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
|
||||
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
|
||||
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
|
||||
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
|
||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
|
||||
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_Tab] = ImVec4(0.76f, 0.80f, 0.84f, 0.95f);
|
||||
colors[ImGuiCol_TabHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_TabActive] = ImVec4(0.60f, 0.73f, 0.88f, 0.95f);
|
||||
colors[ImGuiCol_TabUnfocused] = ImVec4(0.92f, 0.92f, 0.94f, 0.95f);
|
||||
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.74f, 0.82f, 0.91f, 1.00f);
|
||||
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
|
||||
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_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);
|
||||
|
||||
|
||||
if (dst != NULL) return;
|
||||
|
||||
// Fonts + Icons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < io.Fonts->ConfigData.size(); i++) {
|
||||
if (strcmp(io.Fonts->ConfigData[i].Name, "MS Sans Serif")) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
ImFont *font = io.Fonts->AddFontFromFileTTF("../../MS Sans Serif.ttf", 12.0f, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
io.Fonts->AddFontFromFileTTF("../../MS Sans Serif Bold.ttf", 12.0f, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
|
||||
// Run-length encoding of some icons
|
||||
// In retrorespect I should have used an icon map like FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS
|
||||
unsigned char minimize[] = {86,6,6,6,0};
|
||||
unsigned char close[] = {14,2,4,2,5,2,2,2,7,4,9,2,9,4,7,2,2,2,5,2,4,2,0};
|
||||
unsigned char *run_length[] = {close, minimize};
|
||||
|
||||
int rect_ids[IM_ARRAYSIZE(run_length)];
|
||||
for (int i = 0; i < IM_ARRAYSIZE(run_length); i++) {
|
||||
// Starts with unicode multiplication sign and extends
|
||||
rect_ids[i] = io.Fonts->AddCustomRectFontGlyph(font, (ImWchar)(215 + i), 12, 9, 13+1);
|
||||
}
|
||||
|
||||
io.Fonts->Build();
|
||||
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int i = 0; i < IM_ARRAYSIZE(run_length); i++) {
|
||||
|
||||
int rect_id = rect_ids[i];
|
||||
if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) {
|
||||
bool black = false;
|
||||
unsigned char* run = run_length[i];
|
||||
int run_size = 0;
|
||||
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--) {
|
||||
if (black) *p = IM_COL32(255, 0, 0, 255);
|
||||
p ++;
|
||||
run_size ++;
|
||||
if (run_size == *run) {
|
||||
run_size = 0;
|
||||
run ++;
|
||||
black = !black;
|
||||
if (*run == 0) goto done;
|
||||
}
|
||||
}
|
||||
}
|
||||
done:;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -414,7 +550,6 @@ void ImDrawList::_ResetForNewFrame()
|
||||
_IdxWritePtr = NULL;
|
||||
_ClipRectStack.resize(0);
|
||||
_TextureIdStack.resize(0);
|
||||
_CallbacksDataBuf.resize(0);
|
||||
_Path.resize(0);
|
||||
_Splitter.Clear();
|
||||
CmdBuffer.push_back(ImDrawCmd());
|
||||
@@ -432,7 +567,6 @@ void ImDrawList::_ClearFreeMemory()
|
||||
_IdxWritePtr = NULL;
|
||||
_ClipRectStack.clear();
|
||||
_TextureIdStack.clear();
|
||||
_CallbacksDataBuf.clear();
|
||||
_Path.clear();
|
||||
_Splitter.ClearFreeMemory();
|
||||
}
|
||||
@@ -472,7 +606,7 @@ void ImDrawList::_PopUnusedDrawCmd()
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size)
|
||||
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
{
|
||||
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
|
||||
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
|
||||
@@ -482,26 +616,8 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t use
|
||||
AddDrawCmd();
|
||||
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
|
||||
}
|
||||
|
||||
curr_cmd->UserCallback = callback;
|
||||
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);
|
||||
}
|
||||
curr_cmd->UserCallbackData = callback_data;
|
||||
|
||||
AddDrawCmd(); // Force a new command after us (see comment below)
|
||||
}
|
||||
@@ -546,6 +662,7 @@ void ImDrawList::_OnChangedClipRect()
|
||||
CmdBuffer.pop_back();
|
||||
return;
|
||||
}
|
||||
|
||||
curr_cmd->ClipRect = _CmdHeader.ClipRect;
|
||||
}
|
||||
|
||||
@@ -568,6 +685,7 @@ void ImDrawList::_OnChangedTextureID()
|
||||
CmdBuffer.pop_back();
|
||||
return;
|
||||
}
|
||||
|
||||
curr_cmd->TextureId = _CmdHeader.TextureId;
|
||||
}
|
||||
|
||||
@@ -643,15 +761,6 @@ 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.
|
||||
@@ -2242,12 +2351,6 @@ 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++;
|
||||
@@ -2525,14 +2628,13 @@ 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 && "Is ImFontConfig struct correctly initialized?");
|
||||
IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
|
||||
IM_ASSERT(font_cfg->SizePixels > 0.0f);
|
||||
|
||||
// Create new font
|
||||
if (!font_cfg->MergeMode)
|
||||
Fonts.push_back(IM_NEW(ImFont));
|
||||
else
|
||||
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.
|
||||
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.
|
||||
|
||||
ConfigData.push_back(*font_cfg);
|
||||
ImFontConfig& new_font_cfg = ConfigData.back();
|
||||
@@ -2849,9 +2951,8 @@ 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,
|
||||
// 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?");
|
||||
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
|
||||
IM_ASSERT(src_range[0] <= src_range[1]);
|
||||
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
|
||||
}
|
||||
dst_tmp.SrcCount++;
|
||||
|
||||
739
imgui_internal.h
739
imgui_internal.h
File diff suppressed because it is too large
Load Diff
122
imgui_tables.cpp
122
imgui_tables.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.91.4
|
||||
// dear imgui, v1.90.9 WIP
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -328,7 +328,7 @@ 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 = ImTrunc(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 = 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)
|
||||
@@ -412,8 +412,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
|
||||
|
||||
// Create scrolling region (without border and zero window padding)
|
||||
ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
|
||||
BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
|
||||
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
|
||||
BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
|
||||
table->InnerWindow = g.CurrentWindow;
|
||||
table->WorkRect = table->InnerWindow->WorkRect;
|
||||
table->OuterRect = table->InnerWindow->Rect();
|
||||
@@ -460,27 +460,16 @@ 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 borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
|
||||
// Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
|
||||
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
|
||||
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
|
||||
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
// 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
|
||||
@@ -508,7 +497,7 @@ 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) : table->HostClipRect.Max.y;
|
||||
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.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()
|
||||
@@ -866,7 +855,7 @@ 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 && table->InstanceCurrent == 0)
|
||||
if (!column->IsPreserveWidthAuto)
|
||||
column->WidthAuto = TableGetColumnWidthAuto(table, column);
|
||||
|
||||
// Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
|
||||
@@ -1070,12 +1059,16 @@ 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
|
||||
column->WidthMax = TableCalcMaxColumnWidth(table, column_n);
|
||||
column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax);
|
||||
float max_width = TableGetMaxColumnWidth(table, column_n);
|
||||
column->WidthGiven = ImMin(column->WidthGiven, max_width);
|
||||
column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
|
||||
column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
|
||||
|
||||
@@ -1124,13 +1117,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->Flags |= ImGuiTableColumnFlags_IsVisible;
|
||||
if (column->SortOrder != -1)
|
||||
column->Flags |= ImGuiTableColumnFlags_IsSorted;
|
||||
|
||||
// Detect hovered column
|
||||
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
|
||||
{
|
||||
if (table->HoveredColumnBody == column_n)
|
||||
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
|
||||
@@ -1160,7 +1148,7 @@ 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 && table->InstanceCurrent == 0)
|
||||
if (table->HostSkipItems == false)
|
||||
{
|
||||
column->AutoFitQueue >>= 1;
|
||||
column->CannotSkipItemsQueue >>= 1;
|
||||
@@ -1261,7 +1249,7 @@ 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->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
|
||||
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
|
||||
}
|
||||
|
||||
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
|
||||
@@ -1484,9 +1472,7 @@ 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
|
||||
@@ -2010,37 +1996,34 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
|
||||
// get the new cursor position.
|
||||
if (unfreeze_rows_request)
|
||||
{
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
|
||||
if (unfreeze_rows_actual)
|
||||
{
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
||||
table->IsUnfrozenRows = true;
|
||||
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
|
||||
if (unfreeze_rows_actual)
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
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, table->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
}
|
||||
|
||||
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
|
||||
@@ -2209,8 +2192,8 @@ 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 differs on a per-column basis.
|
||||
float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n)
|
||||
// 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)
|
||||
{
|
||||
const ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
float max_width = FLT_MAX;
|
||||
@@ -2272,7 +2255,7 @@ 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, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
|
||||
const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
|
||||
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;
|
||||
@@ -2757,7 +2740,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
const ImU32 outer_col = table->BorderColorStrong;
|
||||
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
|
||||
{
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
|
||||
}
|
||||
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
|
||||
{
|
||||
@@ -3021,8 +3004,7 @@ 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 intentionally written to not make much use of internal functions, to give you better direction
|
||||
// if you need to write your own.
|
||||
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
|
||||
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
|
||||
void ImGui::TableHeadersRow()
|
||||
{
|
||||
@@ -3030,8 +3012,7 @@ void ImGui::TableHeadersRow()
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
|
||||
// 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.
|
||||
// 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)
|
||||
if (!table->IsLayoutLocked)
|
||||
TableUpdateLayout(table);
|
||||
|
||||
@@ -3048,7 +3029,8 @@ void ImGui::TableHeadersRow()
|
||||
if (!TableSetColumnIndex(column_n))
|
||||
continue;
|
||||
|
||||
// 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)
|
||||
// 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.
|
||||
const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
|
||||
PushID(column_n);
|
||||
TableHeader(name);
|
||||
@@ -3139,7 +3121,7 @@ void ImGui::TableHeader(const char* label)
|
||||
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
|
||||
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
|
||||
}
|
||||
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding);
|
||||
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
|
||||
if (held)
|
||||
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
|
||||
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
|
||||
@@ -3287,7 +3269,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
ButtonBehavior(row_r, row_id, NULL, NULL);
|
||||
KeepAliveID(row_id);
|
||||
|
||||
const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
|
||||
const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
|
||||
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
|
||||
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
|
||||
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
|
||||
@@ -3489,7 +3471,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
|
||||
Separator();
|
||||
want_separator = true;
|
||||
|
||||
PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
|
||||
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
|
||||
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
|
||||
{
|
||||
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
|
||||
@@ -4411,7 +4393,7 @@ void ImGui::EndColumns()
|
||||
{
|
||||
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
|
||||
if (hovered || held)
|
||||
SetMouseCursor(ImGuiMouseCursor_ResizeEW);
|
||||
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
|
||||
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
|
||||
dragging_column = n;
|
||||
}
|
||||
@@ -4443,12 +4425,12 @@ void ImGui::EndColumns()
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
void ImGui::Columns(int columns_count, const char* id, bool borders)
|
||||
void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
|
||||
ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
|
||||
|
||||
2408
imgui_widgets.cpp
2408
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@@ -3,8 +3,6 @@
|
||||
// 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_*
|
||||
|
||||
@@ -211,7 +209,6 @@
|
||||
// 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.
|
||||
@@ -246,12 +243,7 @@
|
||||
// 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 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.
|
||||
// anything other type you wante before including.
|
||||
//
|
||||
//
|
||||
// When rendering, you can read the cursor position and selection state from
|
||||
@@ -326,7 +318,7 @@ typedef struct
|
||||
int undo_char_point, redo_char_point;
|
||||
} StbUndoState;
|
||||
|
||||
typedef struct STB_TexteditState
|
||||
typedef struct
|
||||
{
|
||||
/////////////////////
|
||||
//
|
||||
@@ -446,13 +438,13 @@ 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 = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
|
||||
for (k=0; k < r.num_chars; ++k) {
|
||||
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
|
||||
if (x < prev_x+w) {
|
||||
if (x < prev_x+w/2)
|
||||
return k+i;
|
||||
else
|
||||
return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k);
|
||||
return k+i+1;
|
||||
}
|
||||
prev_x += w;
|
||||
}
|
||||
@@ -571,7 +563,7 @@ 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 = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first)
|
||||
for (i=0; first+i < n; ++i)
|
||||
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
|
||||
}
|
||||
|
||||
@@ -648,17 +640,6 @@ 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 )
|
||||
{
|
||||
@@ -739,44 +720,36 @@ 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;
|
||||
stb_textedit_text(str, state, &ch, 1);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -802,7 +775,7 @@ retry:
|
||||
stb_textedit_move_to_first(state);
|
||||
else
|
||||
if (state->cursor > 0)
|
||||
state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
|
||||
--state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
@@ -811,7 +784,7 @@ retry:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
++state->cursor;
|
||||
stb_textedit_clamp(str, state);
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -821,7 +794,7 @@ retry:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
// move selection left
|
||||
if (state->select_end > 0)
|
||||
state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end);
|
||||
--state->select_end;
|
||||
state->cursor = state->select_end;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -871,7 +844,7 @@ retry:
|
||||
case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
// move selection right
|
||||
state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end);
|
||||
++state->select_end;
|
||||
stb_textedit_clamp(str, state);
|
||||
state->cursor = state->select_end;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -927,7 +900,7 @@ retry:
|
||||
x += dx;
|
||||
if (x > goal_x)
|
||||
break;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
++state->cursor;
|
||||
}
|
||||
stb_textedit_clamp(str, state);
|
||||
|
||||
@@ -989,7 +962,7 @@ retry:
|
||||
x += dx;
|
||||
if (x > goal_x)
|
||||
break;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
++state->cursor;
|
||||
}
|
||||
stb_textedit_clamp(str, state);
|
||||
|
||||
@@ -1017,7 +990,7 @@ retry:
|
||||
else {
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
if (state->cursor < n)
|
||||
stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor);
|
||||
stb_textedit_delete(str, state, state->cursor, 1);
|
||||
}
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -1029,9 +1002,8 @@ retry:
|
||||
else {
|
||||
stb_textedit_clamp(str, state);
|
||||
if (state->cursor > 0) {
|
||||
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
|
||||
stb_textedit_delete(str, state, prev, state->cursor - prev);
|
||||
state->cursor = prev;
|
||||
stb_textedit_delete(str, state, state->cursor-1, 1);
|
||||
--state->cursor;
|
||||
}
|
||||
}
|
||||
state->has_preferred_x = 0;
|
||||
|
||||
@@ -38,25 +38,7 @@ 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
|
||||
- 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
|
||||
|
||||
- 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`.
|
||||
|
||||
@@ -6,9 +6,8 @@
|
||||
|
||||
// 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.
|
||||
@@ -46,21 +45,12 @@
|
||||
#include FT_GLYPH_H // <freetype/ftglyph.h>
|
||||
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
|
||||
|
||||
// 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
|
||||
#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_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
|
||||
#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -279,11 +269,11 @@ namespace
|
||||
|
||||
// Need an outline for this to work
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG)
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
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_PLUTOSVG or 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_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
|
||||
@@ -367,7 +357,7 @@ namespace
|
||||
case FT_PIXEL_MODE_BGRA:
|
||||
{
|
||||
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
|
||||
#define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u)
|
||||
#define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f)
|
||||
if (multiply_table == nullptr)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
@@ -490,9 +480,8 @@ 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,
|
||||
// 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?");
|
||||
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
|
||||
IM_ASSERT(src_range[0] <= src_range[1]);
|
||||
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
|
||||
}
|
||||
dst_tmp.SrcCount++;
|
||||
@@ -820,10 +809,6 @@ 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);
|
||||
|
||||
@@ -5,13 +5,6 @@
|
||||
#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;
|
||||
|
||||
BIN
screenshot.png
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screenshot.png
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Reference in New Issue
Block a user