Compare commits

..

337 Commits

Author SHA1 Message Date
ocornut
126d004f9e Merge branch 'master' into docking 2025-03-14 17:15:03 +01:00
ocornut
97428e8ac9 Version 1.91.9 2025-03-14 17:13:11 +01:00
ocornut
ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. 2025-03-14 17:13:11 +01:00
ocornut
aa97252f60 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2025-03-13 21:01:21 +01:00
ocornut
b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 2025-03-13 19:30:59 +01:00
ocornut
79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)"
This reverts commit 557c77e455.
2025-03-13 16:32:50 +01:00
ocornut
d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 2025-03-13 12:27:47 +01:00
ocornut
6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934)
Amend 05742f9b6f
2025-03-12 19:29:41 +01:00
ocornut
de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn.
Amend 40b2286d16
2025-03-12 15:47:37 +01:00
ocornut
09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10."
This reverts commit 6da230636b.
2025-03-11 18:42:12 +01:00
ocornut
557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 2025-03-11 18:38:45 +01:00
ocornut
2d403a1614 Viewports: fixed an issue where window repositioning leading to a monitor change could have the window incorrectly get clamped within the boundaries of its previous monitor. (#8484) 2025-03-11 13:19:14 +01:00
ocornut
6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 2025-03-11 12:25:19 +01:00
ocornut
51e4cba909 Backends: Fixed zealous warnings. 2025-03-11 12:05:23 +01:00
ocornut
6972b6c380 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
2025-03-10 20:02:36 +01:00
ocornut
39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+ more consistently use Ctrl+XXX instead of Ctrl-XXX.
2025-03-10 18:16:08 +01:00
ocornut
a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 2025-03-10 18:01:29 +01:00
MegaMech
bb8d2957ee Docking: removed legacy assert preventing to call DockBuilderSplitNode() on an existing split node. (#8472) 2025-03-10 12:35:57 +01:00
Zijie Wu
88d4827b64 Update FAQ.md for SDL3 (#8480) 2025-03-09 21:44:26 +01:00
fdsa
3c3d943fb1 Docs: Fix some typos (#8473) 2025-03-09 16:42:16 +01:00
TheMode
806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 2025-03-09 16:34:50 +01:00
ocornut
1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 2025-03-07 11:09:07 +01:00
ocornut
19d060cc26 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-03-05 20:33:16 +01:00
ocornut
377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 2025-03-05 16:23:31 +01:00
ocornut
9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 2025-03-05 15:47:57 +01:00
ocornut
119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) 2025-03-05 15:04:26 +01:00
ocornut
fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 2025-03-05 13:39:48 +01:00
ocornut
324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. 2025-03-05 13:35:14 +01:00
ocornut
a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) 2025-03-04 14:36:00 +01:00
ocornut
df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 2025-03-03 19:20:10 +01:00
ocornut
935938bbd9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2025-03-03 18:57:42 +01:00
ocornut
71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 2025-03-03 18:56:21 +01:00
ocornut
7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 2025-03-03 18:54:02 +01:00
ocornut
0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 2025-03-03 18:54:01 +01:00
ocornut
9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. 2025-03-03 18:47:11 +01:00
ocornut
caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 2025-03-03 18:46:44 +01:00
ocornut
510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 2025-03-03 18:46:44 +01:00
ocornut
4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 2025-03-03 18:46:44 +01:00
ocornut
4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 2025-03-03 18:46:44 +01:00
ocornut
22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 2025-03-03 18:46:44 +01:00
ocornut
94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. 2025-03-03 18:46:44 +01:00
ocornut
de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. 2025-03-03 18:46:44 +01:00
ocornut
b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. 2025-03-03 18:46:44 +01:00
ocornut
eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. 2025-03-03 18:46:43 +01:00
ocornut
ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452)
Amend 8e4010479
2025-03-03 13:11:16 +01:00
ocornut
4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor.
One case where it would manifest was calling Combo() with an out of range index. (#8450)
2025-03-02 14:15:11 +01:00
ocornut
c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 2025-03-02 13:40:51 +01:00
ocornut
9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238)
Amend 494ea57
2025-02-27 22:04:56 +01:00
ocornut
15b96fd051 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-02-27 22:01:51 +01:00
ocornut
1aab00da85 Misc shallow tweaks/tidying up. (#8446) 2025-02-27 21:58:02 +01:00
ocornut
482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section.
# Conflicts:
#	imgui.cpp
2025-02-27 21:51:07 +01:00
ocornut
494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238)
Displaying a black background behind Font Atlas texture.
2025-02-27 21:48:24 +01:00
Alan
cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 2025-02-27 13:47:33 +01:00
Alan
8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) 2025-02-27 00:06:31 +01:00
ocornut
3fb14b50f8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2025-02-26 21:08:45 +01:00
ocornut
aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650)
To mitigate issues with e.g. Linux debuggers not claiming capture back.
2025-02-26 15:34:31 +01:00
Jose L. Hidalgo (PpluX)
aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 2025-02-26 15:20:08 +01:00
ocornut
9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 2025-02-26 15:16:38 +01:00
ocornut
6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 2025-02-26 15:10:28 +01:00
Jose L. Hidalgo (PpluX)
4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 2025-02-26 14:56:49 +01:00
ocornut
242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434)
Amend
2025-02-26 14:40:41 +01:00
Russ Gibson
a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 2025-02-26 14:38:08 +01:00
ocornut
4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount.
In theory this is all internal stuff.
2025-02-25 17:41:29 +01:00
ocornut
2db3e9d439 Backends: SDL2, SDL3: Use display bounds when SDL_GetDisplayUsableBounds() fails or return a zero size. (#8415, #3457)
Analoguous to aa8e09d7f1 for GLFW.
2025-02-25 17:11:56 +01:00
ocornut
6e29450f76 Internals: added IsItemActiveAsInputText() helper. 2025-02-25 16:02:10 +01:00
ocornut
9ab0b66f50 Backends: fixed comment to state that ImGuiViewport::PlaformHandle is used to store SDL's WindowID, not SDL_Window*. (#7853)
Amend 2d99052
2025-02-25 15:55:54 +01:00
ocornut
030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) 2025-02-24 17:45:16 +01:00
TheMode
dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) 2025-02-24 12:26:48 +01:00
ocornut
ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 2025-02-24 11:44:48 +01:00
ocornut
5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 2025-02-24 10:52:15 +01:00
ocornut
dd89bb1469 Backends: DirectX11: configure swap chain creation for secondary viewports via undocumented ImGui_ImplDX11_SetSwapChainDescs(). (#5437, #7607, #7286, #2970) 2025-02-24 10:19:12 +01:00
Tygyh
74afea04d6 Fix typos in docs (#8427) 2025-02-22 23:36:40 +01:00
ocornut
edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 2025-02-21 23:11:11 +01:00
Marius PvW
3064e6d10c Viewports + Backends: Win32: Fixed setting title bar text when application is compiled without UNICODE. (#7979, #5725) 2025-02-21 22:41:15 +01:00
ocornut
6acdce78d1 Backends: Win32: use UnregisterClassW() for matching consistency. (#8423, #7979)
Amend 3293ef8bb
2025-02-21 22:13:33 +01:00
ocornut
773060155f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2025-02-21 19:56:20 +01:00
ocornut
434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 2025-02-21 19:26:24 +01:00
ocornut
1a7b5945c7 Backends: GLFW/SDL2/SDL3: Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) 2025-02-21 19:23:39 +01:00
David Maas
ea59440662 Backends: Win32: WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) 2025-02-21 17:10:11 +01:00
ocornut
1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) 2025-02-21 16:55:35 +01:00
Tygyh
a6bcbb173b Examples: Android: Update kotlin version (#8409) 2025-02-20 18:07:25 +01:00
ocornut
6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 2025-02-20 12:17:21 +01:00
ocornut
85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed.
Amend 8a35386, eec097f.
2025-02-20 11:46:56 +01:00
ocornut
05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 2025-02-19 10:55:44 +01:00
ocornut
8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934)
Amend 7cd31c355
column->SortDirection initialized setting was wrong in first block but without side-effect, since sorting always stored explicitly in .ini data.
2025-02-19 10:50:57 +01:00
ocornut
eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends.
Amend 8a35386
2025-02-18 18:52:08 +01:00
ocornut
8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 2025-02-18 18:40:47 +01:00
ocornut
8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) 2025-02-18 18:19:10 +01:00
ocornut
afd659bb92 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_vulkan.cpp
2025-02-17 11:46:16 +01:00
Nico van Bentum
c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387)
Main bug has been here since 54a60aaa4, but it's only ef7ffaff7 which made it very visible.
2025-02-17 11:44:35 +01:00
ocornut
78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f.
This is to allow some DPI mods with less changes. Only the initial value in SetupDrawListSharedData() will need change.
2025-02-17 11:28:35 +01:00
ocornut
2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338)
Regression from ed7551c1d
2025-02-14 19:44:35 +01:00
ocornut
474305c476 ImFont: simpler constructor. 2025-02-14 16:15:09 +01:00
ocornut
ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 2025-02-14 12:19:39 +01:00
ocornut
a4ebe3d576 Viewports: Fixed assertion when multi-viewports disabled and no monitor submitted. Reworked 95c4111. (#8401, #8393, #8385) 2025-02-14 12:04:05 +01:00
ocornut
98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) 2025-02-13 16:19:41 +01:00
ocornut
e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 2025-02-13 16:03:40 +01:00
ocornut
12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 2025-02-13 15:49:47 +01:00
ocornut
890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) 2025-02-13 15:40:49 +01:00
Gabriel Rodriguez
95c4111783 Viewports: default to first monitor is viewport is outside bounds. (#8393, #8385)
Before the assert was introduced in d66f4e589 the viewport would be eventually clamped with ClampWindowPos using g.FallbackMonitor, but code would run temporarly with DpiScale=0.
2025-02-13 15:01:54 +01:00
Rémy Tassoux
f94a5f0e8c Docs: Update doc about plutosvg (#8395) 2025-02-13 14:30:49 +01:00
ocornut
b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) 2025-02-12 19:27:43 +01:00
ocornut
71d39a4634 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_internal.h
2025-02-12 19:17:48 +01:00
ocornut
a931fb7f51 Fixed static analyzer warning.
(was harmless as initialized in NewFrame)
2025-02-12 19:15:00 +01:00
ocornut
7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 2025-02-12 19:08:52 +01:00
ocornut
7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) 2025-02-12 19:01:02 +01:00
ocornut
ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 2025-02-12 15:46:17 +01:00
PuPuHX
3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index.
Amend 40b2286d1.
2025-02-12 14:29:51 +01:00
fdsa
6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 2025-02-12 14:25:38 +01:00
ocornut
3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag.
Amend/fix a89f05a10 (old!)
Discovered while looking at glyph being processed in WIP branch.
2025-02-10 21:34:55 +01:00
ocornut
4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 2025-02-10 19:29:18 +01:00
ocornut
88cda0cab6 Fixed minor warning. Added comment. 2025-02-10 12:39:54 +01:00
ocornut
a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) 2025-02-10 12:09:44 +01:00
ocornut
a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2025-02-10 12:02:01 +01:00
ocornut
2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) 2025-02-10 11:38:17 +01:00
edenware
e8ad60cc4f Fix typo (#8382) 2025-02-08 04:01:46 +01:00
ocornut
50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. 2025-02-07 22:57:15 +01:00
ocornut
e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196)
Amend 43c51eb12
2025-02-07 22:56:02 +01:00
ocornut
e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 2025-02-07 22:48:31 +01:00
ocornut
8679cfa2d8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
#	imgui.cpp
2025-02-07 18:27:32 +01:00
ocornut
4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders.
Amend 3c7177c6, 59f3c4fc2, ae7f833c6.
Could be latched inside windows to be multi-dpi friendly, but likely won't matter soon.
2025-02-07 18:16:04 +01:00
ocornut
914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph()
Amend 0bde57c
2025-02-07 16:26:20 +01:00
fdsa
4f1d3809c3 Fixed tabs and spaces (#8377) 2025-02-06 19:54:43 +01:00
ocornut
0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small.
Amend 0236bc246f
2025-02-06 18:41:47 +01:00
ocornut
cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242)
Partly restore 1a31e31.
2025-02-06 12:34:37 +01:00
ocornut
2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 2025-02-04 20:19:57 +01:00
ocornut
d80347613a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_internal.h
2025-02-03 18:42:24 +01:00
ocornut
1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) 2025-02-03 17:55:35 +01:00
ocornut
de962e83d0 ImFont: remove SetGlyphVisible()
Which was never marked public. Added by d284a6cff. (#2149, #515)
Making room by removing stuff that are inconvenient to implement in our scaling system.
If you were using this function please post an issue to report it.
2025-02-03 17:50:12 +01:00
PhantomCloak
da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 2025-02-03 16:00:59 +01:00
ocornut
5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 2025-02-03 15:11:22 +01:00
ocornut
204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 2025-02-03 14:21:53 +01:00
ocornut
6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370)
Item is already made inactive at the time of calling MarkItemEdited().
Fix a604d4f71
2025-02-03 14:03:43 +01:00
ocornut
f820bf7cd4 Version 1.91.9 WIP 2025-02-03 12:33:40 +01:00
ocornut
e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS 2025-01-31 19:50:18 +01:00
ocornut
1820fe5f83 Comments, minor alignments tweaks. 2025-01-31 19:48:40 +01:00
ocornut
e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. 2025-01-31 18:28:31 +01:00
ocornut
11b3a7c8ca Merge branch 'master' into docking 2025-01-31 16:10:20 +01:00
ocornut
dbb5eeaadf Version 1.91.8 2025-01-31 16:08:17 +01:00
Konstantin Podsvirov
e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) 2025-01-31 14:11:33 +01:00
ocornut
ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356)
Amend error handling (fa178f4) to avoid us setting ImGuiWindowFlags_NoSavedSettings on the wrong window.
2025-01-30 14:34:51 +01:00
ocornut
fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) 2025-01-30 14:30:14 +01:00
ocornut
c2dcc80660 Docking: fixed ImGuiWindowFlags_DockNodeHost/ImGuiWindowFlags_NavFlattened clash introduced by c38c18c1a just for 1.91.7 (#8357) 2025-01-30 11:39:52 +01:00
ocornut
1dc776208e Fixed zealous GCC warning. (#8355)
Amend dfd1bc3
2025-01-29 20:15:42 +01:00
ocornut
c0308da665 Fixed zealous GCC warning. (#8355)
Amend dfd1bc3
2025-01-29 20:13:22 +01:00
ocornut
082595200d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2025-01-29 20:04:45 +01:00
ocornut
dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay"
"###NavUpdateWindowing" one should have zero side effect on anyone.
2025-01-29 19:59:41 +01:00
ocornut
a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355)
I don't have a specific issue in mind but it seems sane to add that test.
2025-01-29 19:07:28 +01:00
ocornut
dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 2025-01-29 19:05:18 +01:00
ocornut
4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable.
Amend 236006152
2025-01-28 14:39:10 +01:00
ocornut
ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 2025-01-27 18:04:44 +01:00
ocornut
75d99659c4 Docking: move DockTabItemStatusFlags stuff next to its peers in DC structure. 2025-01-27 15:48:20 +01:00
ocornut
db4e541306 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2025-01-27 15:45:26 +01:00
ocornut
9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) 2025-01-27 15:41:24 +01:00
ocornut
a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild()
As IsItemXXX() after is specced as returning title bar data we don't want to lock ourselves up from adding them to child window (e.g. MDI idea using windows to host child windows).
2025-01-27 14:39:26 +01:00
ocornut
134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
Also made some of the fields accessible after BeginChild() to match Begin() logic.
2025-01-27 12:41:31 +01:00
ocornut
5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 2025-01-27 12:27:15 +01:00
ocornut
81dab646ee Merge branch 'master' into docking 2025-01-25 01:15:30 +01:00
ocornut
96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) 2025-01-25 01:14:46 +01:00
ocornut
afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 2025-01-24 20:03:04 +01:00
ocornut
355cb589e3 Merge branch 'master' into docking, incl conflict merge in BeginMenuBar() for #8267
# Conflicts:
#	imgui_widgets.cpp
2025-01-24 19:40:54 +01:00
ocornut
8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 2025-01-24 19:32:30 +01:00
ocornut
4211fdc70b ImFont: compact comments in header section. 2025-01-24 17:49:34 +01:00
ocornut
9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 2025-01-24 16:54:59 +01:00
ocornut
53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. 2025-01-24 15:00:21 +01:00
ocornut
ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) 2025-01-24 14:59:37 +01:00
ocornut
bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 2025-01-24 14:43:16 +01:00
ocornut
9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887)
Amend e.g. 742b5f4c.
2025-01-24 14:39:07 +01:00
ocornut
10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 2025-01-23 11:31:32 +01:00
ocornut
71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 2025-01-22 16:56:18 +01:00
ocornut
64e738cae7 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-01-22 12:19:09 +01:00
ocornut
6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346)
Added ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg.
Removed ImGuiColorEditFlags_AlphaPreview.
2025-01-22 12:12:07 +01:00
ocornut
fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) 2025-01-22 11:28:47 +01:00
ocornut
d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 2025-01-22 10:37:39 +01:00
ocornut
3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. 2025-01-22 10:22:31 +01:00
David Maas
a3802c84fd Backends: SDL3: new viewport windows are created with the SDL_WINDOW_HIDDEN flag before calling SDL_ShowWindow(). (#8328
Unsure why it was missing from a526ff8c3
2025-01-22 10:02:24 +01:00
ocornut
bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2025-01-21 14:59:29 +01:00
David Maas
2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
ImAlphaBlendColors() was broken by ImLerp() change. (cd6c83c)
2025-01-21 14:26:00 +01:00
ocornut
7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) 2025-01-21 13:55:44 +01:00
ocornut
6e94f6cefb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_internal.h
2025-01-20 18:04:31 +01:00
ocornut
e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region.
Unlikely to meaningful affect anyone but still..
2025-01-20 18:00:03 +01:00
ocornut
4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 2025-01-20 15:24:46 +01:00
ocornut
8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. 2025-01-20 14:30:40 +01:00
Julian Rachele
aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) 2025-01-20 09:24:43 +01:00
Daniel K. O. (dkosmari)
aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 2025-01-18 17:26:36 +01:00
ocornut
80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. 2025-01-18 16:45:58 +01:00
ocornut
d7454de80a Font: minor tweak to struct alignment. 2025-01-17 18:09:28 +01:00
ocornut
dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 2025-01-17 17:11:22 +01:00
ocornut
487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. 2025-01-16 22:30:43 +01:00
ocornut
f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. 2025-01-16 19:46:54 +01:00
ocornut
b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 2025-01-16 19:08:39 +01:00
ocornut
4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 2025-01-16 17:42:00 +01:00
Diego Mateos
007735737a Ignore vscode artifacts (#8324) 2025-01-16 17:10:26 +01:00
ocornut
b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 2025-01-16 12:43:06 +01:00
ocornut
109dd2be5d Backends: Vulkan: VK_SUBOPTIMAL_KHR doesn't skip frame. (#7831, #7825) 2025-01-15 17:50:57 +01:00
ocornut
507cdba44e Backends: Vulkan: vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825) 2025-01-15 17:38:37 +01:00
ocornut
015186aaf8 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_vulkan.cpp
2025-01-15 17:34:17 +01:00
ocornut
0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 2025-01-15 17:31:38 +01:00
ocornut
b9badb597a Backends: Vulkan: removed misleading code incrementing frameindex. (#7834)
Thanks NostraMagister!
2025-01-15 17:08:04 +01:00
ocornut
8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 2025-01-15 16:21:16 +01:00
ocornut
6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 2025-01-15 15:13:05 +01:00
ocornut
0e21bde77b Misc shallow merge to reduce diff in other branches. 2025-01-15 14:00:03 +01:00
ocornut
8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 2025-01-15 14:00:03 +01:00
ocornut
100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
+ minor tweaks to faciliate branch merging.
2025-01-15 12:15:24 +01:00
ocornut
c59a2267d0 Version 1.91.8 WIP 2025-01-15 11:58:47 +01:00
ocornut
c0ae3258f9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2025-01-14 13:46:39 +01:00
ocornut
5c1d2d1e4c Version 1.91.7 2025-01-14 13:29:25 +01:00
ocornut
9f8481a842 (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 2025-01-14 13:14:50 +01:00
ocornut
21902e2f53 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988)
Probably harmless. Amend 8bbccf7
2025-01-13 19:51:15 +01:00
ocornut
c38c18c1a0 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. 2025-01-13 19:39:57 +01:00
ocornut
c5f60942bd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 2025-01-13 19:19:30 +01:00
ocornut
290e402a02 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 2025-01-13 18:55:09 +01:00
ocornut
6fb7d44255 Backends: SDL2/SDL3: Comments. (#7672, #7670) 2025-01-13 17:40:38 +01:00
ocornut
32cea85331 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 2025-01-13 15:51:39 +01:00
ocornut
00f12b9a09 InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments.
Seems like there is no reason to not run that path. Amend ancient 9501cd99, f3ab5e625
2025-01-13 15:25:20 +01:00
ocornut
d0d571e0d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_internal.h
2025-01-13 14:30:57 +01:00
ocornut
a604d4f717 Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) 2025-01-13 14:09:41 +01:00
ocornut
a28ffa81c4 Docs: added more references to IsKeyDown(), InFlags. (#8317) 2025-01-13 13:35:26 +01:00
ocornut
1d962820d8 Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 2025-01-12 15:20:27 +01:00
ocornut
0b8ff4b238 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) 2025-01-09 23:29:44 +01:00
Daniel Walz
e7fb97208a Backends: Metal: Added missing IM_UNUSED (#8302) 2025-01-09 23:12:07 +01:00
ocornut
2f91176011 Merge branch 'master' into docking 2025-01-09 17:08:31 +01:00
ocornut
596e09770d Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) 2025-01-09 17:07:53 +01:00
ocornut
e799849272 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 2025-01-09 16:55:03 +01:00
Delta
8bbccf7a97 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988)
+Squashed: Optimized shader source code encoding by ocornut (#8163, #7998, #7988)
(squashed to avoid storing both in git history, 130 KB->62 KB)
2025-01-09 16:55:03 +01:00
ocornut
940d9540f3 Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
Amend bbd0a37bd, 40db2ca09
2025-01-09 15:28:48 +01:00
ocornut
c7983115e9 Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 2025-01-08 18:27:01 +01:00
ocornut
90094a871a Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 2025-01-08 18:13:53 +01:00
ocornut
1c67a3412e BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2025-01-08 14:55:51 +01:00
ocornut
960a6f14bf Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_metal.mm
#	imgui.cpp
2025-01-08 14:36:14 +01:00
ocornut
2b8545684c Refactor: moved Window Focus related functions to a dedicated section. 2025-01-08 14:22:37 +01:00
ocornut
bbbdc70f26 Refactor: moved FindBlockingModal() in its section. 2025-01-08 14:22:04 +01:00
Selim Sandal
e6a7c7689f Backends: Metal: Fixed memory leaks. (#8276, #8166) 2025-01-08 12:03:18 +01:00
ocornut
0514332474 Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 2025-01-08 11:44:00 +01:00
Arash Partow
63649e0359 Avoid clang/gcc warnings: -Wnontrivial-memaccess. (#8295) 2025-01-08 11:40:59 +01:00
ocornut
3115ae0815 Demo: Font selector combo sets default focus. 2025-01-07 14:53:00 +01:00
ocornut
cec8ff1885 Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180)
Broken by a2e2172
2025-01-06 18:41:17 +01:00
ocornut
f04d3cbdaa Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590)
Amend e94f95d
2025-01-06 18:28:01 +01:00
ocornut
af271e7330 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
DX9 and DX12 users can already alter the projection matrix (in undocumented ways, but possible)
2025-01-06 18:21:41 +01:00
ocornut
3cdf3f9411 Examples: Add Win32+Vulkan example: add multi-viewport support. (#8180) 2025-01-06 18:10:01 +01:00
ocornut
9cc0bf89bd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-01-06 17:59:22 +01:00
ocornut
93a93071a2 Examples: Add Win32+Vulkan example, amends. (#8180) 2025-01-06 17:58:37 +01:00
Jovan Ristic
38e606a153 Examples: Add Win32+Vulkan example. (#8180) 2025-01-06 17:40:11 +01:00
ocornut
a2e21727c0 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) 2025-01-06 17:35:20 +01:00
omar
dbf76f62f9 Update issue_template.yml 2025-01-06 17:17:48 +01:00
ocornut
e7e898ea17 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. 2025-01-06 16:12:39 +01:00
ocornut
d0021e1621 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2025-01-06 15:01:59 +01:00
ocornut
2f1194a296 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 2025-01-06 14:35:57 +01:00
ocornut
80aafbc81b Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) 2025-01-06 14:22:03 +01:00
juur
f169102c8e Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) 2025-01-06 14:16:10 +01:00
ocornut
a0f907933d Happy new year! 2025-01-06 14:07:06 +01:00
ocornut
c147a59bb0 Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2025-01-06 13:58:02 +01:00
Helodity
2d2c7d3f95 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 2025-01-06 13:54:39 +01:00
Admiral H. Curtiss
87f3109c1a Fix capitalization of ImGuiID in comment. (#8283) 2025-01-03 21:07:42 +01:00
ocornut
eb642a9535 InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
Broken by 32f1140
2024-12-22 17:54:46 +01:00
ocornut
6982ce43f5 InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
Broken by 32f1140
2024-12-22 17:53:09 +01:00
ocornut
5413a9a6b4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui_internal.h
2024-12-20 23:31:52 +01:00
ocornut
18929bd6d6 Internals: merge ScaleWindowsInViewport() from docking branch. 2024-12-20 23:26:21 +01:00
ocornut
2a600bddcb ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 2024-12-20 23:11:37 +01:00
ocornut
006721fbd6 Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 2024-12-20 22:56:05 +01:00
ocornut
7219fa65c0 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)"
This reverts commit 61d4bf95dc.
2024-12-20 17:20:57 +01:00
ocornut
61d4bf95dc Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) 2024-12-20 17:17:40 +01:00
ocornut
d30e102f3a Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer.
Amend f31d530.
2024-12-20 15:22:34 +01:00
ocornut
91e8f2b0fe Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) 2024-12-20 15:13:49 +01:00
ocornut
eed9502795 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) 2024-12-20 14:28:04 +01:00
ocornut
fd93229770 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 2024-12-19 18:14:22 +01:00
ocornut
9b0e61aaaa InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. 2024-12-19 15:13:22 +01:00
Tiamat-Defender
ae839620b9 Docs: Updated EXAMPLES.md (#8246) 2024-12-19 14:22:56 +01:00
ocornut
457fae24e7 Silence more zealous GCC warning. (#8241) 2024-12-18 18:13:55 +01:00
Raffaello Bertini
cd6c83cdcc Fixes GCC warnings (#8241) 2024-12-18 17:58:19 +01:00
ocornut
edef72d497 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-12-18 17:02:08 +01:00
ocornut
32f11402f9 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242)
Followup to e900571
Removed SetClipboardText() trick used in abd07f6d (#7925)
2024-12-18 16:53:38 +01:00
ocornut
e900571ac2 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) 2024-12-18 16:17:14 +01:00
ocornut
f31d53093b TestEngine: for consistency, title bar / window items are registered in _Menu layer. 2024-12-18 13:02:48 +01:00
ocornut
13c4084362 Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) 2024-12-16 10:51:33 +01:00
ocornut
f5f11e94be InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 2024-12-15 15:46:33 +01:00
ocornut
324d4bb140 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 2024-12-12 19:03:09 +01:00
ocornut
8237ab450e Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 2024-12-12 18:52:07 +01:00
ocornut
4ad5496474 Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) 2024-12-12 18:39:28 +01:00
ocornut
f9f4e22f6f InputText: some tidying up. (#7925) 2024-12-12 18:30:57 +01:00
ocornut
4cc464eadc BeginListBox(): Comments (#8220) 2024-12-12 16:44:20 +01:00
ocornut
1d069cf435 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). 2024-12-11 16:43:29 +01:00
Mahmood - Zer0xFF
e487eb9da0 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) 2024-12-11 15:41:24 +01:00
ocornut
f25665f360 Version 1.91.7 WIP 2024-12-11 15:37:16 +01:00
ocornut
947aa9c972 Merge branch 'master' into docking 2024-12-11 15:08:31 +01:00
ocornut
993fa34749 Version 1.91.6 2024-12-11 15:05:36 +01:00
Stewart Mccready
2ca83f0bc7 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) 2024-12-11 14:14:46 +01:00
ocornut
a9cd0f5e42 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_allegro5.cpp
#	backends/imgui_impl_allegro5.h
#	backends/imgui_impl_android.cpp
#	backends/imgui_impl_android.h
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl2.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl2.h
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	backends/imgui_impl_win32.h
#	imgui.cpp
2024-12-11 12:27:25 +01:00
ocornut
c3ffd4c53e Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) 2024-12-11 12:13:28 +01:00
ocornut
d78e823449 InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) 2024-12-09 15:00:04 +01:00
ocornut
d2645423de InputText: reactivating last activated InputText() doesn't restore horizontal scrolling.
Honestly not sure if the opposite is preferable or not (added commented out in the inactivate render path to test that).
Current behavior added along with recycling: f9928e96c7
2024-12-09 14:31:15 +01:00
ocornut
f3147f446a Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197)
Apparently as per specs works. I reckon the best way to confirm it is to try.
2024-12-09 12:58:32 +01:00
ocornut
921c22f5ad Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197)
Untested for GLFW example.
2024-12-09 12:56:38 +01:00
Thomas Hope
6b348622bb Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 2024-12-09 12:53:31 +01:00
ocornut
fce07bb1cb Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 2024-12-09 12:43:49 +01:00
bmarques1995
53dd7552dc Backends: DX12: let the user specifies the DepthStencilView format. (#8217)
This is particullarly important for those who use RenderPasses.
2024-12-09 12:23:09 +01:00
slowriot
2671f68f7f Don't enable SSE4 under Emscripten (#8213, #8169, #4933)
Amend 326dc95f9
2024-12-09 12:14:43 +01:00
ocornut
3f3c62a3c9 ScrollbarEx: clarify use of flags and make them optional. (#8215) 2024-12-09 11:43:00 +01:00
ocornut
18e5d769fd Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture().
Analoguous to 90dd510 for DX11.
2024-12-05 13:09:37 +01:00
ocornut
43fbd7ce84 Backends: standardized top of file comments. 2024-12-05 12:43:04 +01:00
ocornut
566558b17c Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 2024-12-05 12:25:02 +01:00
ocornut
ff2d6815ef Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2024-12-04 19:56:35 +01:00
Jack Holmes
6f6ac84228 Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 2024-12-04 18:59:51 +01:00
ocornut
70b6ba4240 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 2024-12-04 10:38:19 +01:00
Thomas Hope
923ca4765a Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 2024-12-02 13:38:47 +01:00
ocornut
43c51eb12d Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) 2024-12-02 13:23:18 +01:00
ocornut
ee2119d7cb imgui_freetype: Fix build broken by 19a1f2a (#8107) 2024-11-29 19:10:39 +01:00
ocornut
19a1f2a5d2 Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 2024-11-29 18:58:01 +01:00
Diego Mateos
9b26743c6b SliderAngle: only write back to value v_rad on value_changed. (#8193) 2024-11-29 13:31:11 +01:00
ocornut
dda7672008 Backends: Vulkan: removed sizeof(ImTextureID) check.
(not necessary anymore and it happens to when with a later coming change of ImTextureID, so best removed earlier).
2024-11-28 19:23:01 +01:00
ocornut
c1123fd8d0 Backends: Vulkan: small refactor to use a texture struct. 2024-11-27 14:57:38 +01:00
ocornut
90dd510df1 Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 2024-11-27 14:57:33 +01:00
ocornut
96877eb9c3 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867)
Amend 61ab94d
2024-11-27 12:38:12 +01:00
ocornut
2d660108b2 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 2024-11-27 12:34:16 +01:00
Teselka
326dc95f9c Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) 2024-11-27 12:23:27 +01:00
Teselka
e6dd8f626a Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 2024-11-27 12:20:00 +01:00
Arseny Kapoulkine
61ab94d553 Backends: Vulkan: Make descriptor pool optional (#8172, #4867)
Comments/amends by ocornut
2024-11-27 11:54:05 +01:00
ocornut
14d213ca85 Docking: Added an assert to clarify that ImGuiDockNodeFlags_CentralNode flag does not need to be passed to DockSpace(). (#8145) 2024-11-26 14:05:52 +01:00
ocornut
9b27329437 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 2024-11-25 19:11:40 +01:00
ocornut
5b7feebfd8 Backends: DX9: extract RGBA convert loop as we are going to need it more often. 2024-11-21 16:58:02 +01:00
ocornut
dfbf1b4f6b Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 2024-11-21 15:24:11 +01:00
ocornut
dad1047b04 Backends: Win32: Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
Amend fedf45c77
2024-11-21 15:01:21 +01:00
ocornut
cdf21f6773 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2024-11-21 14:52:04 +01:00
ocornut
20360e00ce Merge miscellaneous small changes to reduce drift with texture update branch.
- ImGuiDebugLogFlags_EventFont is yet unused.
2024-11-20 21:46:47 +01:00
ocornut
551b6c4d66 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. 2024-11-20 14:32:44 +01:00
ocornut
d0e870aad2 Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161)
Encoding as char to ensure compatibility with big endian (#81)
2024-11-20 14:16:34 +01:00
chuikingshek
5ae3dd52a0 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) 2024-11-20 13:45:42 +01:00
ocornut
eb0ad66d88 Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 2024-11-18 18:46:27 +01:00
ocornut
d66f4e5890 Asserting for invalid DpIScale values. (#8156) 2024-11-18 17:30:29 +01:00
ocornut
142827f7d8 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 2024-11-18 15:16:41 +01:00
ocornut
08400f5be7 Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 2024-11-15 19:15:28 +01:00
ocornut
40b2286d16 (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators.
Ref 7708
2024-11-15 19:15:25 +01:00
ocornut
3260ea6954 Examples: Win32+DX12: Tweaks. 2024-11-15 17:29:43 +01:00
ocornut
8082a84903 Examples: Win32+DX12: removed misleading parameters to RenderPlatformWindowsDefault(): the parameter is ignored by ImGui_ImplDX12_RenderWindow(). 2024-11-15 17:12:05 +01:00
ocornut
8be0723fb7 Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) 2024-11-13 16:55:06 +01:00
ocornut
e97b97467e Error Handling: fixed cases where recoverable error handling would crash. (#1651) 2024-11-12 19:09:00 +01:00
ocornut
3381ab423b Version 1.91.6 WIP + fixed typo in tooltip. 2024-11-12 11:56:21 +01:00
98 changed files with 8552 additions and 4045 deletions

View File

@@ -5,9 +5,11 @@ body:
attributes:
value: |
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
**If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch.
- type: markdown
attributes:
value: |

3
.gitignore vendored
View File

@@ -49,6 +49,9 @@ examples/example_sdl2_opengl3/web/*
.idea
cmake-build-*
## VS code artifacts
.vscode
## Unix executables from our example Makefiles
examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2

View File

@@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2024 Omar Cornut
Copyright (c) 2014-2025 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@@ -4,12 +4,12 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows)..
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -21,6 +21,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
// 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
@@ -96,6 +98,7 @@ struct ImGui_ImplAllegro5_Data
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGuiMouseCursor LastCursor;
ImVector<ImDrawVertAllegro> BufVertices;
ImVector<int> BufIndices;
@@ -439,6 +442,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
bd->Display = display;
bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@@ -569,9 +573,16 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
// Hide OS mouse cursor if imgui is drawing it
if (io.MouseDrawCursor)
imgui_cursor = ImGuiMouseCursor_None;
if (bd->LastCursor == imgui_cursor)
return;
bd->LastCursor = imgui_cursor;
if (imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
@@ -585,6 +596,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break;
case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(bd->Display, cursor_id);

View File

@@ -4,12 +4,12 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows)..
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -4,10 +4,10 @@
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.

View File

@@ -4,10 +4,10 @@
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -16,7 +16,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 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).
@@ -48,7 +49,7 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
// DirectX10 data
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
@@ -92,8 +93,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
D3D10_VIEWPORT vp = {};
vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
@@ -101,7 +101,28 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
vp.TopLeftX = vp.TopLeftY = 0;
device->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
// 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.
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
bd->pVertexConstantBuffer->Unmap();
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device->IASetInputLayout(bd->pInputLayout);
@@ -136,8 +157,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
@@ -151,8 +171,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
@@ -177,28 +196,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->pVB->Unmap();
bd->pIB->Unmap();
// 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.
{
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
bd->pVertexConstantBuffer->Unmap();
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
{
@@ -242,6 +239,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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)
@@ -254,7 +258,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
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.)
@@ -284,6 +288,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -347,21 +352,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
static void ImGui_ImplDX10_DestroyFontsTexture()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (bd->pFontTextureView)
{
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.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
bd->pFontTextureView->Release();
bd->pFontTextureView = nullptr;
ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
}
@@ -434,7 +434,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
D3D10_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
@@ -514,6 +514,22 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
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.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
ImGui_ImplDX10_CreateFontsTexture();
return true;
@@ -525,8 +541,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
ImGui_ImplDX10_DestroyFontsTexture();
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -592,7 +609,7 @@ void ImGui_ImplDX10_NewFrame()
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
if (!bd->pVertexShader)
ImGui_ImplDX10_CreateDeviceObjects();
}
@@ -618,7 +635,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -19,6 +19,8 @@
#ifndef IMGUI_DISABLE
struct ID3D10Device;
struct ID3D10SamplerState;
struct ID3D10Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
@@ -30,4 +32,14 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerDefault;
ID3D10Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
@@ -17,7 +17,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
// 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.
@@ -69,6 +71,7 @@ struct ImGui_ImplDX11_Data
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
@@ -95,8 +98,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
D3D11_VIEWPORT vp = {};
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
@@ -104,6 +106,27 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
vp.TopLeftX = vp.TopLeftY = 0;
device_ctx->RSSetViewports(1, &vp);
// 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_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
@@ -120,7 +143,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
// Setup render 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);
@@ -142,8 +165,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
@@ -156,8 +178,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
@@ -185,28 +206,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
device->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
@@ -261,6 +260,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
@@ -304,7 +304,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -370,21 +370,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
static void ImGui_ImplDX11_DestroyFontsTexture()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (bd->pFontTextureView)
{
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.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
bd->pFontTextureView->Release();
bd->pFontTextureView = nullptr;
ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
}
@@ -457,7 +452,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
@@ -537,6 +532,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
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.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
@@ -548,8 +559,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
ImGui_ImplDX11_DestroyFontsTexture();
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -639,37 +651,45 @@ struct ImGui_ImplDX11_ViewportData
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order.
// This is intentionally not declared in the .h file yet, so you will need to copy this declaration:
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count);
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
bd->SwapChainDescsForViewports.resize(desc_templates_count);
memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC));
}
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
HRESULT hr = DXGI_ERROR_UNSUPPORTED;
for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports)
{
IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr);
DXGI_SWAP_CHAIN_DESC sd = sd_template;
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.OutputWindow = hwnd;
hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
if (SUCCEEDED(hr))
break;
}
IM_ASSERT(SUCCEEDED(hr));
// Create the render target
if (vd->SwapChain)
if (vd->SwapChain != nullptr)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
@@ -739,6 +759,19 @@ static void ImGui_ImplDX11_InitMultiViewportSupport()
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
// Default swapchain format
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
ImGui_ImplDX11_SetSwapChainDescs(&sd, 1);
}
static void ImGui_ImplDX11_ShutdownMultiViewportSupport()

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
@@ -22,6 +22,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
struct ID3D11Buffer;
// 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);
@@ -41,6 +42,7 @@ struct ImGui_ImplDX11_RenderState
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -3,11 +3,14 @@
// 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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -18,7 +21,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
@@ -53,18 +61,32 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
// DirectX12 data
struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Texture
{
ID3D12Resource* pTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
struct ImGui_ImplDX12_Data
{
ImGui_ImplDX12_InitInfo InitInfo;
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
ID3D12CommandQueue* pCommandQueue;
bool commandQueueOwned;
DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_Texture FontTexture;
bool LegacySingleDescriptorUsed;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -191,8 +213,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
}
// Setup viewport
D3D12_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
D3D12_VIEWPORT vp = {};
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
@@ -203,14 +224,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv;
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
@@ -240,6 +259,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
vd->FrameIndex++;
@@ -250,13 +270,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
@@ -273,13 +291,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
@@ -372,7 +388,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplDX12_CreateFontsTexture()
@@ -385,9 +401,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
{
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
@@ -410,11 +426,11 @@ static void ImGui_ImplDX12_CreateFontsTexture()
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT upload_size = height * upload_pitch;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = uploadSize;
desc.Width = upload_size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
@@ -434,26 +450,28 @@ static void ImGui_ImplDX12_CreateFontsTexture()
IM_ASSERT(SUCCEEDED(hr));
void* mapped = nullptr;
D3D12_RANGE range = { 0, uploadSize };
D3D12_RANGE range = { 0, upload_size };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < height; y++)
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4);
uploadBuffer->Unmap(0, &range);
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = width;
srcLocation.PlacedFootprint.Footprint.Height = height;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
{
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = width;
srcLocation.PlacedFootprint.Footprint.Height = height;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch;
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
}
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
@@ -467,18 +485,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = nullptr;
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
@@ -493,17 +502,17 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
fence->SetEventOnCompletion(1, event);
WaitForSingleObject(event, INFINITE);
::WaitForSingleObject(event, INFINITE);
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
CloseHandle(event);
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
@@ -515,13 +524,13 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
SafeRelease(bd->pFontTextureResource);
bd->pFontTextureResource = pTexture;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
SafeRelease(font_tex->pTextureResource);
font_tex->pTextureResource = pTexture;
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
@@ -621,14 +630,14 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.DSVFormat = bd->DSVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@@ -771,15 +780,21 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!bd || !bd->pd3dDevice)
return;
ImGuiIO& io = ImGui::GetIO();
if (bd->commandQueueOwned)
SafeRelease(bd->pCommandQueue);
bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
// Free SRV descriptor used by texture
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
SafeRelease(font_tex->pTextureResource);
io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
@@ -787,6 +802,17 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
bd->InitInfo = *init_info; // Deep copy
init_info = &bd->InitInfo;
bd->pd3dDevice = init_info->Device;
IM_ASSERT(init_info->CommandQueue != NULL);
bd->pCommandQueue = init_info->CommandQueue;
bd->RTVFormat = init_info->RTVFormat;
bd->DSVFormat = init_info->DSVFormat;
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@@ -794,21 +820,67 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr)
{
// Wrap legacy behavior of passing space for a single descriptor
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
bd->LegacySingleDescriptorUsed = true;
};
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
bd->LegacySingleDescriptorUsed = false;
};
}
#endif
// Allocate 1 SRV descriptor for the font texture
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
return true;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// 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, they must be in 'srv_descriptor_heap'
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGui_ImplDX12_InitInfo init_info;
init_info.Device = device;
init_info.NumFramesInFlight = num_frames_in_flight;
init_info.RTVFormat = rtv_format;
init_info.SrvDescriptorHeap = srv_descriptor_heap;
init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
IM_ASSERT(SUCCEEDED(hr));
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true;
return ret;
}
#endif
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -857,7 +929,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

View File

@@ -3,10 +3,13 @@
// 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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -19,24 +22,44 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo
{
ID3D12Device* Device;
ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
int NumFramesInFlight;
DXGI_FORMAT RTVFormat; // RenderTarget format.
DXGI_FORMAT DSVFormat; // DepthStencilView format.
void* UserData;
// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
ID3D12DescriptorHeap* SrvDescriptorHeap;
void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
};
// 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
// 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,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// - 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, they must be in 'srv_descriptor_heap'
// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
#endif
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();

View File

@@ -3,7 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -16,7 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -54,6 +55,7 @@ struct ImGui_ImplDX9_Data
LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize;
int IndexBufferSize;
bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
@@ -304,6 +306,24 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
state_block->Release();
}
static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
{
LPDIRECT3D9 pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
@@ -319,6 +339,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
@@ -340,22 +361,26 @@ void ImGui_ImplDX9_Shutdown()
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
IDirect3D9* pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
pd3d->Release();
return false;
ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
static bool ImGui_ImplDX9_CreateFontsTexture()
@@ -367,39 +392,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
if (!rgba_support && io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#else
const bool rgba_support = false;
#endif
// Upload texture to graphics system
bd->FontTexture = nullptr;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
bd->FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (!rgba_support && io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
return true;
}
@@ -456,7 +460,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

View File

@@ -3,7 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -8,10 +8,12 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// Missing features or Issues:
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -28,9 +30,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// 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
@@ -179,7 +184,6 @@ struct ImGui_ImplGlfw_Data
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
bool WantUpdateMonitors;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const char* CanvasSelector;
#endif
@@ -250,6 +254,8 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
@@ -518,8 +524,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
bd->WantUpdateMonitors = true;
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -626,11 +631,16 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Window = window;
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
#if GLFW_VERSION_COMBINED < 3300
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
#else
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
#endif
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
@@ -909,9 +919,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
bd->WantUpdateMonitors = false;
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
@@ -965,8 +973,7 @@ void ImGui_ImplGlfw_NewFrame()
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
if (bd->WantUpdateMonitors)
ImGui_ImplGlfw_UpdateMonitors();
ImGui_ImplGlfw_UpdateMonitors();
// Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
@@ -1053,10 +1060,10 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window;
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
@@ -1064,7 +1071,7 @@ struct ImGui_ImplGlfw_ViewportData
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};

View File

@@ -8,10 +8,12 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// Missing features or Issues:
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -7,7 +7,7 @@
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues:
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
@@ -51,7 +51,7 @@
static int g_Time = 0; // Current time, in milliseconds
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
{
switch (key)

View File

@@ -7,7 +7,7 @@
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues:
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -14,6 +14,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE

View File

@@ -3,7 +3,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -16,7 +16,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-03: Metal: Crash fix. (#8367)
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
@@ -153,6 +155,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_ShutdownMultiViewportSupport();
ImGui_ImplMetal_DestroyDeviceObjects();
@@ -168,8 +171,11 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
#endif
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
@@ -318,17 +324,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
if (bd != nullptr)
@synchronized(sharedMetalContext.bufferCache)
{
@synchronized(bd->SharedMetalContext.bufferCache)
{
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
}
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
@@ -380,8 +383,10 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
#ifdef IMGUI_IMPL_METAL_CPP
[depthStencilDescriptor release];
#endif
ImGui_ImplMetal_CreateFontsTexture(device);
return true;
}

View File

@@ -4,6 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@@ -23,7 +25,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -69,6 +71,16 @@
#include <GL/gl.h>
#endif
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture;
@@ -164,7 +176,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup viewport, 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.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();

View File

@@ -4,6 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -5,7 +5,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
@@ -23,7 +23,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
// 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)
@@ -55,7 +56,7 @@
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
@@ -139,6 +140,7 @@
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
#endif
// GL includes
@@ -166,9 +168,11 @@
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W
#include "imgui_impl_opengl3_loader.h"
#endif
@@ -280,6 +284,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState
};
#endif
// Not static to allow third-party code to use that if they want to (but undocumented)
bool ImGui_ImplOpenGL3_InitLoader();
bool ImGui_ImplOpenGL3_InitLoader()
{
// Initialize our loader
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
if (glGetIntegerv == nullptr && imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
return true;
}
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
@@ -287,14 +306,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
// Initialize loader
if (!ImGui_ImplOpenGL3_InitLoader())
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
@@ -302,13 +316,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
@@ -341,7 +356,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@@ -413,6 +428,8 @@ void ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
if (!bd->FontTexture)
@@ -504,6 +521,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
@@ -699,7 +718,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
// Store identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state

View File

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

View File

@@ -4,16 +4,17 @@
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Issues:
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// Missing features or Issues:
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -23,6 +24,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE

View File

@@ -4,16 +4,17 @@
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Issues:
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// Missing features or Issues:
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,7 +34,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-01-20: Removed notification observer when shutting down. (#8331)
// 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
@@ -41,7 +43,7 @@
// 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).
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
// 2022-10-06: Fixed mouse inputs on flipped views.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@@ -455,12 +457,12 @@ bool ImGui_ImplOSX_Init(NSView* view)
bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
// 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.
@@ -531,6 +533,7 @@ void ImGui_ImplOSX_Shutdown()
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
[[NSNotificationCenter defaultCenter] removeObserver:bd->Observer];
bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{

View File

@@ -8,12 +8,12 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,7 +25,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -125,6 +133,7 @@
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
@@ -136,12 +145,11 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint32 WindowID;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// Mouse handling
Uint32 MouseWindowID;
@@ -207,7 +215,6 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
IM_UNUSED(scancode);
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@@ -225,17 +232,17 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
//case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
//case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
//case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
//case SDLK_EQUALS: return ImGuiKey_Equal;
//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
//case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -331,6 +338,24 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;
}
@@ -362,7 +387,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
case SDL_MOUSEMOTION:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -378,7 +403,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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!
@@ -398,7 +423,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -415,7 +440,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_TEXTINPUT:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
@@ -423,23 +448,16 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT:
{
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT:
{
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
@@ -531,6 +549,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#elif SDL_HAS_OPEN_URL
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
#endif
// Update monitor a first time during init
@@ -549,6 +569,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
@@ -666,8 +688,14 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
@@ -689,7 +717,8 @@ static void ImGui_ImplSDL2_UpdateMouseData()
}
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
@@ -762,7 +791,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
@@ -855,10 +884,8 @@ static void ImGui_ImplSDL2_UpdateGamepads()
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
@@ -869,9 +896,11 @@ static void ImGui_ImplSDL2_UpdateMonitors()
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0)
{
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
}
#endif
#if SDL_HAS_PER_MONITOR_DPI
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
@@ -914,8 +943,7 @@ void ImGui_ImplSDL2_NewFrame()
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
@@ -953,16 +981,16 @@ void ImGui_ImplSDL2_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)

View File

@@ -7,12 +7,12 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -45,6 +45,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -1,18 +1,17 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, 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.**)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Issues:
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -24,9 +23,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
@@ -98,7 +105,6 @@ struct ImGui_ImplSDL3_Data
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// IME handling
SDL_Window* ImeWindow;
@@ -141,7 +147,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
return bd->ClipboardTextData;
}
@@ -155,7 +161,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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)
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
@@ -216,17 +222,17 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
//case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
//case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
//case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
//case SDLK_EQUALS: return ImGuiKey_Equal;
//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
//case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -305,6 +311,24 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;
}
@@ -336,7 +360,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -352,7 +376,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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;
@@ -364,7 +388,7 @@ 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)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -381,7 +405,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_TEXT_INPUT:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
@@ -389,27 +413,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
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);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
@@ -421,7 +437,7 @@ 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)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
@@ -429,7 +445,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
@@ -514,6 +530,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
@@ -531,6 +548,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
@@ -592,6 +611,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
@@ -627,8 +651,14 @@ 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() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
@@ -649,7 +679,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
}
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
@@ -723,7 +754,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad*
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
@@ -816,10 +847,8 @@ static void ImGui_ImplSDL3_UpdateGamepads()
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
@@ -832,9 +861,11 @@ static void ImGui_ImplSDL3_UpdateMonitors()
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
SDL_GetDisplayUsableBounds(display_id, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
{
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
}
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
@@ -864,8 +895,7 @@ void ImGui_ImplSDL3_NewFrame()
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
@@ -903,17 +933,17 @@ void ImGui_ImplSDL3_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
Uint32 WindowID;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
@@ -949,6 +979,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
}
SDL_WindowFlags sdl_flags = 0;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;

View File

@@ -1,19 +1,17 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, 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.**)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Issues:
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -38,6 +36,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
@@ -46,6 +45,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,617 @@
// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
// CHANGELOG
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
// SDL_GPU Data
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData
{
SDL_GPUBuffer* VertexBuffer = nullptr;
SDL_GPUBuffer* IndexBuffer = nullptr;
uint32_t VertexBufferSize = 0;
uint32_t IndexBufferSize = 0;
};
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
// Font data
SDL_GPUSampler* FontSampler = nullptr;
SDL_GPUTexture* FontTexture = nullptr;
SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
// Frame data for main window
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
};
// Forward Declarations
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
// FUNCTIONS
//-----------------------------------------------------------------------------
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support has never been tested.
static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
{
//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
// Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
// Bind Vertex And Index Buffers
if (draw_data->TotalVtxCount > 0)
{
SDL_GPUBufferBinding vertex_buffer_binding = {};
vertex_buffer_binding.buffer = fd->VertexBuffer;
vertex_buffer_binding.offset = 0;
SDL_GPUBufferBinding index_buffer_binding = {};
index_buffer_binding.buffer = fd->IndexBuffer;
index_buffer_binding.offset = 0;
SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
}
// Setup viewport
SDL_GPUViewport viewport = {};
viewport.x = 0;
viewport.y = 0;
viewport.w = (float)fb_width;
viewport.h = (float)fb_height;
viewport.min_depth = 0.0f;
viewport.max_depth = 1.0f;
SDL_SetGPUViewport(render_pass, &viewport);
// Setup scale and translation
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
struct UBO { float scale[2]; float translation[2]; } ubo;
ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
}
static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// Even though this is fairly rarely called.
SDL_WaitForGPUIdle(v->Device);
SDL_ReleaseGPUBuffer(v->Device, *buffer);
SDL_GPUBufferCreateInfo buffer_info = {};
buffer_info.usage = usage;
buffer_info.size = new_size;
buffer_info.props = 0;
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
*old_size = new_size;
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
}
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
// FIXME: It feels like more code could be shared there.
SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
vertex_transferbuffer_info.size = vertex_size;
SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info);
IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info);
IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true);
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;
}
SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
SDL_GPUTransferBufferLocation index_buffer_location = {};
index_buffer_location.offset = 0;
index_buffer_location.transfer_buffer = index_transferbuffer;
SDL_GPUBufferRegion vertex_buffer_region = {};
vertex_buffer_region.buffer = fd->VertexBuffer;
vertex_buffer_region.offset = 0;
vertex_buffer_region.size = vertex_size;
SDL_GPUBufferRegion index_buffer_region = {};
index_buffer_region.buffer = fd->IndexBuffer;
index_buffer_region.offset = 0;
index_buffer_region.size = index_size;
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
SDL_EndGPUCopyPass(copy_pass);
SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer);
}
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
if (pipeline == nullptr)
pipeline = bd->Pipeline;
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// 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)
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
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 ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
SDL_Rect scissor_rect = {};
scissor_rect.x = (int)clip_min.x;
scissor_rect.y = (int)clip_min.y;
scissor_rect.w = (int)(clip_max.x - clip_min.x);
scissor_rect.h = (int)(clip_max.y - clip_min.y);
SDL_SetGPUScissor(render_pass,&scissor_rect);
// Bind DescriptorSet with font or user texture
SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
// Draw
SDL_DrawGPUIndexedPrimitives(render_pass, 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;
}
// Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
// Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
// In theory we should aim to backup/restore those values but I am not sure this is possible.
// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
SDL_SetGPUScissor(render_pass, &scissor_rect);
}
void ImGui_ImplSDLGPU3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// Destroy existing texture (if any)
if (bd->FontTexture)
{
SDL_WaitForGPUIdle(v->Device);
ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
uint32_t upload_size = width * height * 4 * sizeof(char);
// Create the Image:
{
SDL_GPUTextureCreateInfo texture_info = {};
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
texture_info.width = width;
texture_info.height = height;
texture_info.layer_count_or_depth = 1;
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
}
// Assign the texture to the TextureSamplerBinding
bd->FontBinding.texture = bd->FontTexture;
// Create all the upload structures and upload:
{
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = upload_size;
SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
memcpy(texture_ptr, pixels, upload_size);
SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
SDL_GPUTextureTransferInfo transfer_info = {};
transfer_info.offset = 0;
transfer_info.transfer_buffer = transferbuffer;
SDL_GPUTextureRegion texture_region = {};
texture_region.texture = bd->FontTexture;
texture_region.w = width;
texture_region.h = height;
texture_region.d = 1;
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
}
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
void ImGui_ImplSDLGPU3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (bd->FontTexture)
{
SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
io.Fonts->SetTexID(0);
}
static void Imgui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
vertex_shader_info.num_uniform_buffers = 1;
vertex_shader_info.num_storage_buffers = 0;
vertex_shader_info.num_storage_textures = 0;
vertex_shader_info.num_samplers = 0;
SDL_GPUShaderCreateInfo fragment_shader_info = {};
fragment_shader_info.entrypoint = "main";
fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
fragment_shader_info.num_samplers = 1;
fragment_shader_info.num_storage_buffers = 0;
fragment_shader_info.num_storage_textures = 0;
fragment_shader_info.num_uniform_buffers = 0;
if (strcmp(driver, "vulkan") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
vertex_shader_info.code = spirv_vertex;
vertex_shader_info.code_size = sizeof(spirv_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
fragment_shader_info.code = spirv_fragment;
fragment_shader_info.code_size = sizeof(spirv_fragment);
}
else if (strcmp(driver, "direct3d12") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
vertex_shader_info.code = dxbc_vertex;
vertex_shader_info.code_size = sizeof(dxbc_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
fragment_shader_info.code = dxbc_fragment;
fragment_shader_info.code_size = sizeof(dxbc_fragment);
}
#ifdef __APPLE__
else
{
vertex_shader_info.entrypoint = "main0";
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
vertex_shader_info.code = metallib_vertex;
vertex_shader_info.code_size = sizeof(metallib_vertex);
fragment_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
fragment_shader_info.code = metallib_fragment;
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
}
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
vertex_buffer_desc[0].slot = 0;
vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_buffer_desc[0].instance_step_rate = 0;
vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
SDL_GPUVertexAttribute vertex_attributes[3];
vertex_attributes[0].buffer_slot = 0;
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[0].location = 0;
vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
vertex_attributes[1].buffer_slot = 0;
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[1].location = 1;
vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
vertex_attributes[2].buffer_slot = 0;
vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
vertex_attributes[2].location = 2;
vertex_attributes[2].offset = offsetof(ImDrawVert, col);
SDL_GPUVertexInputState vertex_input_state = {};
vertex_input_state.num_vertex_attributes = 3;
vertex_input_state.vertex_attributes = vertex_attributes;
vertex_input_state.num_vertex_buffers = 1;
vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
SDL_GPURasterizerState rasterizer_state = {};
rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
rasterizer_state.enable_depth_bias = false;
rasterizer_state.enable_depth_clip = false;
SDL_GPUMultisampleState multisample_state = {};
multisample_state.sample_count = v->MSAASamples;
multisample_state.enable_mask = false;
SDL_GPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.enable_depth_test = false;
depth_stencil_state.enable_depth_write = false;
depth_stencil_state.enable_stencil_test = false;
SDL_GPUColorTargetBlendState blend_state = {};
blend_state.enable_blend = true;
blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
SDL_GPUColorTargetDescription color_target_desc[1];
color_target_desc[0].format = v->ColorTargetFormat;
color_target_desc[0].blend_state = blend_state;
SDL_GPUGraphicsPipelineTargetInfo target_info = {};
target_info.num_color_targets = 1;
target_info.color_target_descriptions = color_target_desc;
target_info.has_depth_stencil_target = false;
SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
pipeline_info.vertex_shader = bd->VertexShader;
pipeline_info.fragment_shader = bd->FragmentShader;
pipeline_info.vertex_input_state = vertex_input_state;
pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipeline_info.rasterizer_state = rasterizer_state;
pipeline_info.multisample_state = multisample_state;
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
}
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (!bd->FontSampler)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
SDL_GPUSamplerCreateInfo sampler_info = {};
sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.mip_lod_bias = 0.0f;
sampler_info.min_lod = -1000.0f;
sampler_info.max_lod = 1000.0f;
sampler_info.enable_anisotropy = false;
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
bd->FontBinding.sampler = bd->FontSampler;
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
}
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
ImGui_ImplSDLGPU3_CreateFontsTexture();
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer);
SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer);
bd->MainWindowFrameData.VertexBuffer = nullptr;
bd->MainWindowFrameData.IndexBuffer = nullptr;
bd->MainWindowFrameData.VertexBufferSize = 0;
bd->MainWindowFrameData.IndexBufferSize = 0;
}
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
ImGui_ImplSDLGPU3_DestroyFontsTexture();
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;}
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;}
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;}
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;}
}
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->InitInfo = *info;
ImGui_ImplSDLGPU3_CreateDeviceObjects();
return true;
}
void ImGui_ImplSDLGPU3_Shutdown()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplSDLGPU3_NewFrame()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLGPU3_CreateFontsTexture();
}
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,51 @@
// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <SDL3/SDL_gpu.h>
// Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
struct ImGui_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,372 @@
#pragma once
#ifndef IMGUI_DISABLE
#include <stdint.h>
// Data exported using
// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h
// With some manual pasting.
// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them
const uint8_t spirv_vertex[1732] = {
3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109,
97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,
95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,
0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114,
0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28,
0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108,
95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,
0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0,
0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0,
0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35,
0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,
0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0,
0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0,
4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25,
0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0,
59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4,
0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,
0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0,
0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0,
39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42,
0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0,
0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0,
13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t spirv_fragment[844] = {
3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97,
105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100,
105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5,
0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5,
0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0,
0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23,
0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,
14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0,
0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65,
0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0,
0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t dxbc_vertex[1064] = {
68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0,
0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0,
0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97,
108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114,
111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,
0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,
71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0,
0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,
0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2,
0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0,
26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t dxbc_fragment[744] = {
68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2,
0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115,
84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78,
68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0,
0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48,
0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0,
0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30,
16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#ifdef __APPLE__
#include <TargetConditionals.h>
#if TARGET_OS_MAC
const uint8_t metallib_vertex[3892] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100,
26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84,
69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,
11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,
6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,
32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32,
36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34,
8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,
192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,
202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,
208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,
160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,
7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,
246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,
6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,
32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17,
76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,
67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,
120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,
97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,
135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,
29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,
7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,
29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,
30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,
129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,
212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,
14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,
7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,
248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,
6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,
97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,
95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,
97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,
112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,
56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,
116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,
97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,
116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,
111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,
110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,
97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,
108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,
67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,
144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51,
12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160,
194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114,
176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129,
27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,
185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92,
216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206,
197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,
29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,
195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,
15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37,
64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,
0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,
110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228,
66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89,
48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,
240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,
52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t metallib_fragment[3787] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,
224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191,
155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,
84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,
12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,
135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,
118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,
96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,
6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,
7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,
7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,
160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,
80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,
230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,
112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,
188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,
152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,
57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,
0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,
36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,
59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,
65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,
135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,
23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,
14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,
32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,
6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,
97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,
46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,
101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,
114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,
101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,
112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,
46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,
116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,
111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,
100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,
46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208,
20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164,
193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27,
64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3,
33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128,
130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15,
114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54,
184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,
88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,
80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,
28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,
67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,
97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,
45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88,
135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37,
0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,
0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3,
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_OS_IPHONE
const uint8_t metallib_vertex[3876] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111,
77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,
84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,
23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,
4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,
136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,
32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,
34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,
218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,
29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,
113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,
96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,
7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,
121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,
80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,
224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9,
38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,
140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,
7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,
59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,
8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,
67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,
135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,
81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,
29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,
192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,
113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,
35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,
119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,
119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139,
210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,
101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,
97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,
116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,
65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,
108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,
95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101,
114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,
97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105,
111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,
80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97,
100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97,
105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116,
97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195,
160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40,
51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1,
27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176,
65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224,
6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148,
164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182,
48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177,
43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,
33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,
180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,
128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212,
115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110,
105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,
105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134,
192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194,
6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0,
0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,
0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,
108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0,
};
const uint8_t metallib_fragment[3771] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208,
13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159,
244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84,
69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,
0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,
56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,
118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,
122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,
128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,
160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,
7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128,
0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229,
83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,
128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,
135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,
240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,
238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,
56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,
144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,
7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,
57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,
225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,
96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,
29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,
14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114,
30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180,
40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,
97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,
104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,
105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,
51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,
95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,
97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121,
112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116,
117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40,
108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46,
115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101,
114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28,
35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112,
168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89,
23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165,
112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205,
165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202,
228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,
205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,
67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,
112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,
200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,
49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115,
45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99,
111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0,
96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0,
0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,
0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110,
48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115,
49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_IPHONE_SIMULATOR
#error "SDL_GPU does not support the iphone simulator"
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@@ -1,15 +1,17 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -23,6 +25,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 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.
@@ -99,10 +102,10 @@ void ImGui_ImplSDLRenderer2_Shutdown()
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
@@ -116,21 +119,21 @@ void ImGui_ImplSDLRenderer2_NewFrame()
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
@@ -153,9 +156,9 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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;
// 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
for (int n = 0; n < draw_data->CmdListsCount; n++)
@@ -200,7 +203,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -210,7 +213,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
}
}
platform_io.Renderer_RenderState = NULL;
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
@@ -230,7 +233,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

View File

@@ -1,15 +1,17 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).

View File

@@ -1,17 +1,17 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (Requires: SDL 3.1.8+)
// (**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,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
@@ -25,6 +25,7 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 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.
@@ -100,10 +101,10 @@ void ImGui_ImplSDLRenderer3_Shutdown()
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
@@ -137,21 +138,21 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &rsx, &rsy);
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
@@ -176,9 +177,9 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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;
// 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
for (int n = 0; n < draw_data->CmdListsCount; n++)
@@ -219,7 +220,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -229,7 +230,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
}
}
platform_io.Renderer_RenderState = NULL;
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
@@ -249,7 +250,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

View File

@@ -1,17 +1,17 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (Requires: SDL 3.1.8+)
// (**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,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).

View File

@@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
@@ -27,7 +27,13 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
// 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*.
@@ -49,7 +55,7 @@
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
@@ -137,6 +143,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
@@ -151,6 +158,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
@@ -165,6 +173,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
@@ -172,7 +181,9 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
@@ -217,7 +228,17 @@ struct ImGui_ImplVulkan_WindowRenderBuffers
{
uint32_t Index;
uint32_t Count;
ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
ImVector<ImGui_ImplVulkan_FrameRenderBuffers> FrameRenderBuffers;
};
struct ImGui_ImplVulkan_Texture
{
VkDeviceMemory Memory;
VkImage Image;
VkImageView ImageView;
VkDescriptorSet DescriptorSet;
ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
// For multi-viewport support:
@@ -228,9 +249,10 @@ struct ImGui_ImplVulkan_ViewportData
ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports
bool WindowOwned;
bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned.
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
};
// Vulkan data
@@ -245,15 +267,13 @@ struct ImGui_ImplVulkan_Data
VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend)
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
VkDescriptorPool DescriptorPool;
// Font data
VkSampler FontSampler;
VkDeviceMemory FontMemory;
VkImage FontImage;
VkImageView FontView;
VkDescriptorSet FontDescriptorSet;
VkCommandPool FontCommandPool;
VkCommandBuffer FontCommandBuffer;
// Texture management
ImGui_ImplVulkan_Texture FontTexture;
VkSampler TexSampler;
VkCommandPool TexCommandPool;
VkCommandBuffer TexCommandBuffer;
// Render buffers for main window
ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
@@ -514,12 +534,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
IM_ASSERT(viewport_renderer_data != nullptr);
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
if (wrb->FrameRenderBuffers == nullptr)
if (wrb->FrameRenderBuffers.Size == 0)
{
wrb->Index = 0;
wrb->Count = v->ImageCount;
wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
memset((void*)wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
wrb->FrameRenderBuffers.resize(wrb->Count);
memset((void*)wrb->FrameRenderBuffers.Data, 0, wrb->FrameRenderBuffers.size_in_bytes());
}
IM_ASSERT(wrb->Count == v->ImageCount);
wrb->Index = (wrb->Index + 1) % wrb->Count;
@@ -620,14 +640,8 @@ 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() };
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);
desc_set[0] = bd->FontDescriptorSet;
}
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
@@ -636,7 +650,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
platform_io.Renderer_RenderState = nullptr;
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF:
@@ -657,39 +671,39 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
VkResult err;
// Destroy existing texture (if any)
if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
if (bd->FontTexture.DescriptorSet)
{
vkQueueWaitIdle(v->Queue);
ImGui_ImplVulkan_DestroyFontsTexture();
}
// Create command pool/buffer
if (bd->FontCommandPool == VK_NULL_HANDLE)
if (bd->TexCommandPool == VK_NULL_HANDLE)
{
VkCommandPoolCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
info.flags = 0;
info.queueFamilyIndex = v->QueueFamily;
vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool);
vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool);
}
if (bd->FontCommandBuffer == VK_NULL_HANDLE)
if (bd->TexCommandBuffer == VK_NULL_HANDLE)
{
VkCommandBufferAllocateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
info.commandPool = bd->FontCommandPool;
info.commandPool = bd->TexCommandPool;
info.commandBufferCount = 1;
err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer);
check_vk_result(err);
}
// Start command buffer
{
err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0);
err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info);
err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info);
check_vk_result(err);
}
@@ -699,6 +713,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
size_t upload_size = width * height * 4 * sizeof(char);
// Create the Image:
ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
{
VkImageCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
@@ -714,17 +729,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image);
check_vk_result(err);
VkMemoryRequirements req;
vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req);
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory);
check_vk_result(err);
err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0);
check_vk_result(err);
}
@@ -732,18 +747,18 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
{
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.image = bd->FontImage;
info.image = backend_tex->Image;
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = VK_FORMAT_R8G8B8A8_UNORM;
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
info.subresourceRange.levelCount = 1;
info.subresourceRange.layerCount = 1;
err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView);
check_vk_result(err);
}
// Create the Descriptor Set:
bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Create the Upload Buffer:
VkDeviceMemory upload_buffer_memory;
@@ -793,11 +808,11 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].image = bd->FontImage;
copy_barrier[0].image = backend_tex->Image;
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy_barrier[0].subresourceRange.levelCount = 1;
copy_barrier[0].subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
@@ -805,7 +820,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {};
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
@@ -815,22 +830,22 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].image = bd->FontImage;
use_barrier[0].image = backend_tex->Image;
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
use_barrier[0].subresourceRange.levelCount = 1;
use_barrier[0].subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet);
// End command buffer
VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
end_info.commandBufferCount = 1;
end_info.pCommandBuffers = &bd->FontCommandBuffer;
err = vkEndCommandBuffer(bd->FontCommandBuffer);
end_info.pCommandBuffers = &bd->TexCommandBuffer;
err = vkEndCommandBuffer(bd->TexCommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
check_vk_result(err);
@@ -851,16 +866,17 @@ void ImGui_ImplVulkan_DestroyFontsTexture()
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (bd->FontDescriptorSet)
ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
if (backend_tex->DescriptorSet)
{
ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
bd->FontDescriptorSet = VK_NULL_HANDLE;
ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
backend_tex->DescriptorSet = VK_NULL_HANDLE;
io.Fonts->SetTexID(0);
}
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; }
if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; }
if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; }
}
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
@@ -992,7 +1008,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
if (bd->VulkanInitInfo.UseDynamicRendering)
{
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
}
@@ -1008,7 +1024,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (!bd->FontSampler)
if (!bd->TexSampler)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
VkSamplerCreateInfo info = {};
@@ -1022,7 +1038,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler);
check_vk_result(err);
}
@@ -1040,6 +1056,21 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
check_vk_result(err);
}
if (v->DescriptorPoolSize != 0)
{
IM_ASSERT(v->DescriptorPoolSize > IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = v->DescriptorPoolSize;
pool_info.poolSizeCount = 1;
pool_info.pPoolSizes = &pool_size;
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
check_vk_result(err);
}
if (!bd->PipelineLayout)
{
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
@@ -1070,23 +1101,47 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyFontsTexture();
if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; }
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; }
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
}
bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
{
// Manually load those two (see #5446, #8326, #8365)
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdBeginRenderingKHR" : "vkCmdBeginRendering", user_data));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdEndRenderingKHR" : "vkCmdEndRendering", user_data));
}
#endif
// If unspecified by user, assume that ApiVersion == HeaderVersion
// We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks)
static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion()
{
#ifdef VK_HEADER_VERSION_COMPLETE
return VK_HEADER_VERSION_COMPLETE;
#else
return VK_API_VERSION_1_0;
#endif
}
bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
{
// Load function pointers
// You can use the default Vulkan loader using:
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
if (api_version == 0)
api_version = ImGui_ImplVulkan_GetDefaultApiVersion();
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
@@ -1096,9 +1151,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
#undef IMGUI_VULKAN_FUNC_LOAD
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
// Manually load those two (see #5446)
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));
ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data);
#endif
#else
IM_UNUSED(loader_func);
@@ -1113,12 +1166,14 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
if (info->ApiVersion == 0)
info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion();
if (info->UseDynamicRendering)
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance);
#endif
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
@@ -1142,7 +1197,10 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
IM_ASSERT(info->Device != VK_NULL_HANDLE);
IM_ASSERT(info->Queue != VK_NULL_HANDLE);
IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both!
IM_ASSERT(info->DescriptorPoolSize == 0);
else
IM_ASSERT(info->DescriptorPoolSize > 0);
IM_ASSERT(info->MinImageCount >= 2);
IM_ASSERT(info->ImageCount >= info->MinImageCount);
if (info->UseDynamicRendering == false)
@@ -1190,7 +1248,7 @@ void ImGui_ImplVulkan_NewFrame()
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
if (!bd->FontDescriptorSet)
if (!bd->FontTexture.DescriptorSet)
ImGui_ImplVulkan_CreateFontsTexture();
}
@@ -1210,19 +1268,20 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
// Register a texture
// Register a texture by creating a descriptor
// 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.
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
// Create Descriptor Set:
VkDescriptorSet descriptor_set;
{
VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = v->DescriptorPool;
alloc_info.descriptorPool = pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
@@ -1250,7 +1309,8 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set);
}
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
@@ -1267,8 +1327,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk
{
for (uint32_t n = 0; n < buffers->Count; n++)
ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
IM_FREE(buffers->FrameRenderBuffers);
buffers->FrameRenderBuffers = nullptr;
buffers->FrameRenderBuffers.clear();
buffers->Index = 0;
buffers->Count = 0;
}
@@ -1357,6 +1416,49 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
return VK_PRESENT_MODE_FIFO_KHR; // Always available
}
VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr);
ImVector<VkQueueFamilyProperties> queues_properties;
queues_properties.resize((int)count);
vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data);
for (uint32_t i = 0; i < count; i++)
if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
return i;
return (uint32_t)-1;
}
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
{
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
@@ -1434,10 +1536,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores);
wd->Frames = nullptr;
wd->FrameSemaphores = nullptr;
wd->Frames.clear();
wd->FrameSemaphores.clear();
wd->ImageCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
@@ -1448,6 +1548,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// Create Swapchain
{
VkSurfaceCapabilitiesKHR cap;
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
check_vk_result(err);
VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = wd->Surface;
@@ -1457,19 +1561,15 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
info.imageArrayLayers = 1;
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = wd->PresentMode;
info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain;
VkSurfaceCapabilitiesKHR cap;
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
check_vk_result(err);
if (info.minImageCount < cap.minImageCount)
info.minImageCount = cap.minImageCount;
else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
info.minImageCount = cap.maxImageCount;
if (cap.currentExtent.width == 0xffffffff)
{
info.imageExtent.width = wd->Width = w;
@@ -1490,12 +1590,11 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
check_vk_result(err);
IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
wd->SemaphoreCount = wd->ImageCount + 1;
wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
memset((void*)wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
memset((void*)wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
wd->Frames.resize(wd->ImageCount);
wd->FrameSemaphores.resize(wd->SemaphoreCount);
memset(wd->Frames.Data, 0, wd->Frames.size_in_bytes());
memset(wd->FrameSemaphores.Data, 0, wd->FrameSemaphores.size_in_bytes());
for (uint32_t i = 0; i < wd->ImageCount; i++)
wd->Frames[i].Backbuffer = backbuffers[i];
}
@@ -1606,10 +1705,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores);
wd->Frames = nullptr;
wd->FrameSemaphores = nullptr;
wd->Frames.clear();
wd->FrameSemaphores.clear();
vkDestroyRenderPass(device, wd->RenderPass, allocator);
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
@@ -1737,24 +1834,26 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (vd->SwapChainNeedRebuild)
if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal)
{
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
vd->SwapChainNeedRebuild = false;
vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false;
}
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
ImGui_ImplVulkanH_Frame* fd = nullptr;
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
{
{
err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
// Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame.
vd->SwapChainNeedRebuild = true;
vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame.
return;
}
check_vk_result(err);
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
check_vk_result(err);
fd = &wd->Frames[wd->FrameIndex];
}
for (;;)
@@ -1896,18 +1995,15 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &present_index;
err = vkQueuePresentKHR(v->Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
vd->SwapChainNeedRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
return;
}
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
{
check_vk_result(err);
}
wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}

View File

@@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
@@ -62,28 +62,39 @@
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif
// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
// Initialization data, for ImGui_ImplVulkan_Init()
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
// [Please zero-clear before use!]
// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo
{
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional)
VkPipelineCache PipelineCache;
uint32_t Subpass;
// (Optional) Set to create internal descriptor pool instead of using DescriptorPool
uint32_t DescriptorPoolSize;
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering;
@@ -94,7 +105,7 @@ struct ImGui_ImplVulkan_InitInfo
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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!
@@ -114,7 +125,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d
// Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, 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.
@@ -128,18 +139,24 @@ struct ImGui_ImplVulkan_RenderState
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
//-------------------------------------------------------------------------
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
//
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
// render pass, frame buffers, etc.). You may read this code if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
// by the regular ImGui_ImplVulkan_XXX functions).
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame;
@@ -150,6 +167,8 @@ IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkIns
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
// Helper structure to hold the data needed by one rendering frame
@@ -189,8 +208,8 @@ struct ImGui_ImplVulkanH_Window
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImVector<ImGui_ImplVulkanH_Frame> Frames;
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
ImGui_ImplVulkanH_Window()
{

View File

@@ -4,7 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
@@ -19,6 +19,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
@@ -42,6 +43,8 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
#include "imgui.h"
// 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__
@@ -54,14 +57,19 @@
#endif
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
// Using type alias until WGPU adopts the same naming convention (#8369)
using WGPUProgrammableStageDescriptor = WGPUComputeState;
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data
@@ -73,7 +81,6 @@ struct RenderResources
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
@@ -247,7 +254,6 @@ static void SafeRelease(RenderResources& res)
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -263,14 +269,14 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPUShaderSourceWGSL wgsl_desc = {};
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
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;
wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {};
@@ -278,7 +284,8 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
@@ -395,7 +402,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Vertex buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
@@ -422,7 +429,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Index buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
@@ -487,18 +494,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group)
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group)
{
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
}
else
{
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
@@ -520,7 +523,17 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = NULL;
// Remove all ImageBindGroups
ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
for (int i = 0; i < image_bind_groups.Data.Size; i++)
{
WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
SafeRelease(bind_group);
}
image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplWGPU_CreateFontsTexture()
@@ -535,7 +548,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture to graphics system
{
WGPUTextureDescriptor tex_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Font Texture";
@@ -563,12 +576,20 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture data
{
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
#endif
dst_view.texture = bd->renderResources.FontTexture;
dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
#endif
layout.offset = 0;
layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height;
@@ -602,7 +623,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
{
nullptr,
"Dear ImGui Uniform buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
@@ -668,9 +689,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#else
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#endif
};
WGPUVertexBufferLayout buffer_layouts[1];
@@ -710,7 +737,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
@@ -745,11 +772,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
bd->renderResources.ImageBindGroup = image_bind_group;
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
@@ -809,7 +832,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroup = nullptr;
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)

View File

@@ -11,7 +11,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.

View File

@@ -6,7 +6,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -22,7 +22,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
@@ -192,8 +196,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
// Be aware that GetPropA()/SetPropA() may be accessed from other processes.
// So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", main_viewport);
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
// Dynamically load XInput library
@@ -238,7 +244,6 @@ void ImGui_ImplWin32_Shutdown()
ImGuiIO& io = ImGui::GetIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
::SetPropA(bd->hWnd, "IMGUI_VIEWPORT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
@@ -277,6 +282,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgu
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
@@ -319,17 +326,20 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(HWND hwnd)
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
{
// We could use ImGui::FindViewportByPlatformHandle() but GetPropA() gets us closer to parallel multi-contexts,
// until we can pass an explicit context to FindViewportByPlatformHandle().
// We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
// When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
return (ImGuiViewport*)::GetPropA(hwnd, "IMGUI_VIEWPORT");
for (ImGuiViewport* viewport : platform_io.Viewports)
if (viewport->PlatformHandle == hwnd)
return viewport;
return nullptr;
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
@@ -338,7 +348,7 @@ static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(focused_window)));
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
@@ -376,7 +386,7 @@ static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hovered_hwnd))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
@@ -475,6 +485,7 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
@@ -490,7 +501,7 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(io);
ImGui_ImplWin32_UpdateMouseData(io, platform_io);
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
@@ -516,6 +527,8 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
return ImGuiKey_KeypadEnter;
const int scancode = (int)LOBYTE(HIWORD(lParam));
//IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam);
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
@@ -533,17 +546,17 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_SPACE: return ImGuiKey_Space;
case VK_RETURN: return ImGuiKey_Enter;
case VK_ESCAPE: return ImGuiKey_Escape;
case VK_OEM_7: return ImGuiKey_Apostrophe;
//case VK_OEM_7: return ImGuiKey_Apostrophe;
case VK_OEM_COMMA: return ImGuiKey_Comma;
case VK_OEM_MINUS: return ImGuiKey_Minus;
//case VK_OEM_MINUS: return ImGuiKey_Minus;
case VK_OEM_PERIOD: return ImGuiKey_Period;
case VK_OEM_2: return ImGuiKey_Slash;
case VK_OEM_1: return ImGuiKey_Semicolon;
case VK_OEM_PLUS: return ImGuiKey_Equal;
case VK_OEM_4: return ImGuiKey_LeftBracket;
case VK_OEM_5: return ImGuiKey_Backslash;
case VK_OEM_6: return ImGuiKey_RightBracket;
case VK_OEM_3: return ImGuiKey_GraveAccent;
//case VK_OEM_2: return ImGuiKey_Slash;
//case VK_OEM_1: return ImGuiKey_Semicolon;
//case VK_OEM_PLUS: return ImGuiKey_Equal;
//case VK_OEM_4: return ImGuiKey_LeftBracket;
//case VK_OEM_5: return ImGuiKey_Backslash;
//case VK_OEM_6: return ImGuiKey_RightBracket;
//case VK_OEM_3: return ImGuiKey_GraveAccent;
case VK_CAPITAL: return ImGuiKey_CapsLock;
case VK_SCROLL: return ImGuiKey_ScrollLock;
case VK_NUMLOCK: return ImGuiKey_NumLock;
@@ -635,8 +648,28 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_F24: return ImGuiKey_F24;
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
default: return ImGuiKey_None;
default: break;
}
// Fallback to scancode
// https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names
switch (scancode)
{
case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc.
case 12: return ImGuiKey_Minus;
case 13: return ImGuiKey_Equal;
case 26: return ImGuiKey_LeftBracket;
case 27: return ImGuiKey_RightBracket;
case 86: return ImGuiKey_Oem102;
case 43: return ImGuiKey_Backslash;
case 39: return ImGuiKey_Semicolon;
case 40: return ImGuiKey_Apostrophe;
case 51: return ImGuiKey_Comma;
case 52: return ImGuiKey_Period;
case 53: return ImGuiKey_Slash;
}
return ImGuiKey_None;
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
@@ -676,7 +709,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
if (ImGui::GetCurrentContext() == NULL)
if (ImGui::GetCurrentContext() == nullptr)
return 0;
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
}
@@ -685,7 +718,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
if (bd == NULL)
if (bd == nullptr)
return 0;
switch (msg)
{
@@ -859,6 +892,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
case WM_SETTINGCHANGE:
if (wParam == SPI_SETWORKAREA)
bd->WantUpdateMonitors = true;
return 0;
}
return 0;
}
@@ -884,9 +921,9 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
if (RtlVerifyVersionInfoFn == nullptr)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr)
return FALSE;
@@ -894,10 +931,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
}
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
@@ -959,16 +996,16 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
UINT xdpi = 96, ydpi = 96;
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != nullptr)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
if (GetDpiForMonitorFn != nullptr)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
return xdpi / 96.0f;
}
}
#ifndef NOGDI
const HDC dc = ::GetDC(nullptr);
@@ -1032,10 +1069,10 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd;
HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
HWND HwndParent;
bool HwndOwned;
DWORD DwStyle;
@@ -1091,7 +1128,6 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
::SetPropA(vd->Hwnd, "IMGUI_VIEWPORT", viewport);
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
@@ -1259,7 +1295,12 @@ static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char*
ImVector<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
::SetWindowTextW(vd->Hwnd, title_w.Data);
// Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick
// which is to pass it directly to the DefWindowProcW() handler.
// See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project
//::SetWindowTextW(vd->Hwnd, title_w.Data);
::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data);
}
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
@@ -1303,7 +1344,7 @@ static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
#endif
}
namespace ImGui { extern ImGuiIO& GetIOEx(ImGuiContext*); }
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); }
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
@@ -1312,11 +1353,12 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
if (ctx == NULL)
return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::GetIOEx(ctx);
ImGuiIO& io = ImGui::GetIO(ctx);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx);
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
result = true;
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(hWnd))
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
{
switch (msg)
{
@@ -1397,7 +1439,7 @@ static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
{
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}

View File

@@ -6,7 +6,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -0,0 +1,40 @@
Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
(You don't need to copy this folder if you are using the backend as-is)
1) Compile the raw shader files to SPIRV:
glslc -o vertex.spv -c shader.vert
glslc -o fragment.spv -c shader.frag
2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
3-A) Compiling for the Vulkan Driver:
Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
3-B) Compiling for the DirectX 12 Driver:
./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
Proceed to step 4
3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it):
./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
Proceed to step 4
4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.

View File

@@ -0,0 +1,15 @@
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=2, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct
{
vec4 Color;
vec2 UV;
} In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}

View File

@@ -0,0 +1,24 @@
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=1,binding=0) uniform UBO
{
vec2 uScale;
vec2 uTranslate;
} ubo;
layout(location = 0) out struct
{
vec4 Color;
vec2 UV;
} Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
gl_Position.y *= -1.0f;
}

View File

@@ -0,0 +1,4 @@
Script to rebuild shaders stored inside imgui_impl_vulkan.h
(You don't need to copy this folder if you are using the backend as-is)

View File

@@ -35,6 +35,391 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.91.9 (Released 2025-03-14)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9
Breaking changes:
- Image: removed 'tint_col' and 'border_col' parameter from Image() function. (#8131, #8238)
- Old function signature:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
- New function signatures:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
- TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton().
- New behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize.
- Old behavior altered border size (and therefore layout) based on border color's
alpha, which caused variety of problems.
- Old behavior used a fixed value of 1.0f for border size which was not tweakable.
- Kept legacy signature (will obsolete), which mimics the old behavior,
but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
- Added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'.
It was impossible to add 'bg_col' to Image() with a parameter order consistent with
other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
- Renamed ImFontConfig::GlyphExtraSpacing.x option to GlyphExtraAdvanceX. (#242)
- Renamed style.TabMinWidthForCloseButton to style.TabCloseButtonMinWidthUnselected.
- Backends: Vulkan: Added 'uint32_t api_version' argument to ImGui_ImplVulkan_LoadFunctions().
Note that it was also added to ImGui_ImplVulkan_InitInfo but for the later it is optional.
(#8326, #8365, #8400)
- Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead
of "##Menu_00", allowing them to also store the menu name before it. This shouldn't
affect code unless directly accessing menu window from their mangled name.
Other changes:
- Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(),
RadioButton(), Selectable(). Regression from 2025/01/13. (#8370)
- Windows: Fixed an issue where BeginChild() inside a collapsed Begin()
wouldn't inherit the SkipItems flag, resulting in missing coarse clipping
opportunities for code not checking the BeginChild() return value.
- Windows, Style: Added style.WindowBorderHoverPadding setting to configure
inner/outer padding applied to hit-testing of windows borders and detection
of hovered window.
- InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [@tanksdude]
- InputText: Pasting a multi-line buffer into a single-line edit replaces
carriage return by spaces. (#8459)
- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect)
when a user callback modified the buffer contents in a way that altered the
visibility of the preview/hint buffer. (#8368) [@m9710797, @ocornut]
- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small,
which amusingly made it disappear when using very big font/frame size.
- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a
feedback loop manifesting with ScrollbarX visibility toggling on and off
repeatedly. (#8488, #3285, #4539)
(feedback loops of this sort can manifest in various situations, but combining
horizontal + vertical scrollbar + using a clipper with varying width items is
one frequent cause. The better solution is to, either: (1) enforce visibility
by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable
contents width with SetNextWindowContentSize(), if you can compute it.)
- Tables: fixed calling SetNextWindowScroll() on clipped scrolling table
to not leak the value into a subsequent window. (#8196)
- Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly
restored when hot-reloading .ini state. (#7934)
- Tables: tamed some .ini settings optimizations to more accurately allow
overwriting/hot-reloading settings in more situations. (#7934)
- Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651)
- Image: Added ImageWithBg() variant with bg color and tint color. (#8131, #8238)
- Image, Style: Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238)
- Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and
specifying a selectable size. (#8338)
- Tabs, Style: made the Close Button of selected tabs always visible by default,
without requiring to hover the tab. (#8387)
- Added style.TabCloseButtonMinWidthSelected/TabCloseButtonMinWidthUnselected settings
to configure visibility of the Close Button for selected and unselected tabs.
(-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width)
- Default for selected tabs: TabCloseButtonMinWidthSelected = -1.0f (always visible)
- Default for unselected tabs: TabCloseButtonMinWidthUnselected = 0.0f (visible when hovered)
- Tabs: fixed middle-mouse-button to close tab not checking that close button
is hovered, merely its visibility. (#8399, #8387) [@nicovanbentum]
- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment.
(#8451, #7660) [@achabense]
- TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to
handle UTF-8 regardless of system regional settings. (#7660) [@achabense]
- Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested
BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640)
- Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex()
could incorrectly offset the final cursor, even if that index was not iterated through.
One case where it would manifest was calling Combo() with an out of range index. (#8450)
- Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker (defaults to true)
to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669)
- Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631)
- Misc: Various zealous warning fixes for newer version of Clang.
- Misc: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursors
(busy/wait/hourglass shape, with or without an arrow cursor).
- Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions.
- Demo: Combos: demonstrate a very simple way to add a filter to a combo,
by showing the filter inside the combo contents. (#718)
- Examples: SDL3: Added comments to clarify setup for users of the unfortunate
SDL_MAIN_USE_CALLBACKS feature. (#8455)
- IO: Added ImGuiKey_Oem102 to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468)
- Backends: reworked key handlers to use/prioritize untranslated scancodes instead of
translated keycodes when dealing with OEM keys which are too difficult to find a reliable
translated mapping on all systems, backends and keyboard layout.
(#7136, #7201, #7206, #7306, #7670, #7672, #8468)
- The affected keys are: ImGuiKey_Apostrophe, ImGuiKey_Comma, ImGuiKey_Minus, ImGuiKey_Period,
ImGuiKey_Slash, ImGuiKey_Semicolon, ImGuiKey_Equal, ImGuiKey_LeftBracket, ImGuiKey_RightBracket,
ImGuiKey_Backslash, ImGuiKey_GraveAccent, and newly introduced ImGuiKey_Oem102.
- This is NOT affecting characters used the text inputs.
- Fixes many cases of keys not emitting a ImGuiKey value with certain keyboard layouts.
- Makes emitted ImGuiKey values more consistent regardless of keyboard mapping,
but you may be getting different values as before.
- Win32, SDL2, SDL3: Use scancodes for OEM keys.
- GLFW: GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 are emitting ImGuiKey_Oem102.
- Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled
with asserts enabled. (#8452)
- Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn
handler. (#7660) [@achabense]
- Backends: SDL2, SDL3: Use display bounds when SDL_GetDisplayUsableBounds()
fails or return a zero size. (#8415, #3457)
- Backends: SDL2, SDL3, Win32, Allegro5: Added support for ImGuiMouseCursor_Wait
and ImGuiMouseCursor_Progress cursors.
- Backends: SDL2, SDL3: Avoid calling SDL_GetGlobalMouseState() when mouse is in
relative mode. (#8425, #8407) [@TheMode]
- Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged,
to mitigate issues with e.g. Linux debuggers not claiming capture back on debug
break. (#6410, #3650)
- Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend
from e.g. other DLL boundaries. (#8406)
- Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init()
signature started breaking in 1.91.8 due to missing command queue. (#8429)
- Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom]
- Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo.
Default to header version if unspecified. (#8326, #8365) [@mklefrancois]
- Backends: Vulkan: Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering"
(without -KHR suffix) on API 1.3. (#8326, #8365) [@mklefrancois]
- Backends: WebGPU: Recreate image bind groups during render to allow reuse of
WGPUTextureView pointers. (#8426, #8046, #7765, #8027) [@pplux, @Jairard]
- Backends: WebGPU: Fix for DAWN API change WGPUProgrammableStageDescriptor -> WGPUComputeState.
[@PhantomCloak] (#8369)
- Backends: WebGPU: Fix for webgpu-native API changes. (#8426) [@pplux]
Docking+Viewports Branch:
- Docking: Removed legacy assert preventing to call DockBuilderSplitNode() on an existing
split node. This makes using DockBuilder a little more flexible and bearable! (#8472) [@MegaMech]
- Viewports: fixed an issue where in certain cases, a window repositioning leading
to a monitor change could have the window incorrectly get clamped within the boundaries
of its previous monitor. Would happen e.g. when loading .ini data during runtime. (#8484)
- Viewports: fixed an assert when a window load settings with a position outside
monitor bounds, when there are multiple monitors. (#8393, #8385) [@gaborodriguez]
- Viewports + Backends: Win32: Fixed setting title bar text when application
is compiled without UNICODE. (#7979, #5725) [@lailoken]
- Backends: GLFW, SDL2/SDL3: Update monitors and work areas information every frame,
as the later may change regardless of monitor/display changes. (#8415)
- Backends: Win32: WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh
of monitor list, as they contain work area information. (#8415) [@PathogenDavid, @lailoken]
-----------------------------------------------------------------------
VERSION 1.91.8 (Released 2025-01-31)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.8
Breaking changes:
- ColorEdit, ColorPicker: redesigned how alpha is displayed in the preview
square. (#8335, #1578, #346)
- Removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
- Prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview.
- We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
- The new flags may be combined better and allow finer controls:
- ImGuiColorEditFlags_AlphaOpaque: disable alpha in the preview, but alpha value still editable.
- ImGuiColorEditFlags_AlphaNoBg: disable rendering a checkerboard background behind transparent color.
- ImGuiColorEditFlags_AlphaPreviewHalf: display half opaque / half transparent preview.
- Backends: SDLGPU3: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device
for consistency. (#8163, #7998, #7988)
Other changes:
- imgui_freetype: fixed issue where glyph advances would incorrectly be
snapped to pixels. Effectively it would only be noticeable when hinting
is disabled with ImGuiFreeTypeBuilderFlags_NoHinting, as hinting itself
snaps glyph advances.
- Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320)
Use if you absolutely need to distinguish single-click from double-clicks
by introducing a delay. This is a very rarely used UI idiom, but some apps
use this: e.g. MS Explorer single-click on an icon triggers a rename.
Generally use with 'delay >= io.MouseDoubleClickTime' + combine with a
'GetMouseClickedCount() == 1' check.
- Windows: legacy SetWindowFontScale() is properly inherited by nested child
windows. Note that an upcoming major release should make this obsolete,
but in the meanwhile it works better now. (#2701, #8138, #1018)
- Windows, Style: Fixed small rendering issues with menu bar, resize grip and
scrollbar when using thick border sizes. (#8267, #7887)
- Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
Also made some of the fields accessible after BeginChild() to match Begin() logic.
- Error Handling: Recovery from missing EndMenuBar() call. (#1651)
- Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355)
It previously overrode the current layer back to main layer, which caused an issue
with MainMenuBar attempted to release focus when leaving the menu layer.
- Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar()
being unable to save their settings, as the main menu bar uses _NoSavedSettings. (#8356)
- ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
- Tabs, Style: reworked selected overline rendering to better accommodate
for rounded tabs. Reduced default thickness (style.TabBarOverlineSize),
increased default rounding (style.TabRounding). (#8334) [@Kian738, @ocornut]
- Debug Tools: Tweaked font preview.
- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245)
- Fonts: IndexLookup[] table hold 16-bit values even in ImWchar32 mode,
as it accounts for number of glyphs in same font. This is favorable to
CalcTextSize() calls touching less memory.
- Fonts: OversampleH/OversampleV defaults to 0 for automatic selection.
- OversampleH == 0 --> use 1 or 2 depending on font size and use of PixelSnapH.
- OversampleV == 0 --> always use 1.
- ImFontAtlas: made calling ClearFonts() call ClearInputData(), as calling
one without the other is never correct. (#8174, #6556, #6336, #4723)
- Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in
provided example, to reduce latency.
- Backends+Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by
vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister]
- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()
with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329)
- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode()
with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
SDL_Color. (#8327) [@dkosmari]
- Backends: DirectX12: Texture upload use the command queue provided in
ImGui_ImplDX12_InitInfo instead of creating its own.
- Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele]
Docking+Viewports Branch:
- Docking: Fixed an issue in 1.91.7 where using legacy ImGuiWindowFlags_NavFlattened
flag (instead of ImGuiChildFlags_NavFlattened) in docking branch would conflict
with internal docking flags. (#8357) [@DanielGibson]
- Backends: SDL3: new viewport windows are created with the SDL_WINDOW_HIDDEN flag
before calling SDL_ShowWindow(). (#8328) [@PathogenDavid]
-----------------------------------------------------------------------
VERSION 1.91.7 (Released 2025-01-14)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.7
Breaking changes:
- TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth
for consistency with other names. Kept redirection enum (will obsolete). (#6937)
Other changes:
- Fixed issues with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not
emitting a reliable signal when an item is deactivated externally: e.g.
via an explicit clear of focus, clear of active id, opening of modal etc.
(#5184, #5904, #6766, #8303, #8004)
- It used to work when the interruption happened in the frame before the
active item as submitted, but not after. It should work in both cases now.
- While this is not specific to a certain widgets, typically it would
mostly be noticeable on InputText() because it keeps ActiveId for a
longer time while allowing other interaction to happen.
- Error Handling: Fixed bugs recovering from within a table that created
a child window, and from nested child windows. (#1651)
- Error Handling: Turned common EndTable() and other TableXXX functions
fail cases into a recoverable error. (#1651, #8314)
- Error Handling: Basic error handling options in Demo->Tools->Debug Options. (#1651)
- InputText: Fixed a bug where character replacements performed from a callback
were not applied when pasting from clipboard. (#8229)
- InputText: Fixed issue when activating a ReadOnly field when the underlying
value is being modified. (#8242)
- InputText: Added sanity check to detect some cases of passing a non
zero-terminated input buffer.
- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key,
although IsItemEdited() was behaving correctly. (#8273)
- Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal
scrolling region when the table is hosted in a viewport with negative
coordinates (left of primary monitor, with multi-viewports enabled).
- Tables, MultiSelect: Fixed an issue where column width may be mismeasured
when calling BeginMultiSelect() while inside a table. (#8250)
- TreeNode, Tables: Added ImGuiTreeNodeFlags_LabelSpanAllColumns to make
the label (not only the highlight/frame) also spans all columns. This is
useful for table rows where you know nothing else is submitted. (#8318, #3565)
Obviously best used with ImGuiTableFlags_NoBordersInBodyUntilResize.
- Selectable: Fixed horizontal label alignment when combined with using
ImGuiSelectableFlags_SpanAllColumns. (#8338)
- Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard
modifiers altering the tweak speed. Useful if you want to alter tweak speed
yourself based on your own logic. (#8223)
- Nav: Fixed an issue where Alt key would clear current active item on
windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231)
- Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even
if a popup is blocking mouse access to the debug log window. (#5855)
- Debug Tools: Item Picker: Always available in Tools menu regardless of value
of io.ConfigDebugIsDebuggerPresent. (#2673)
- Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically
created from a single comma character, affecting some fonts/settings (not all).
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
- Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen(). (#8300)
- Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even
though it is currently not doing anything particular. (#8163, #7998, #7988)
- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
to leak on on X11 (#8256). [@Helodity]
- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom]
- Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for
platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions
primarily for the purpose of making our examples simpler.
- Backends: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify
how many image sampler descriptors are expected to be available in the provided
descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025
this number will grow (will stay a small number). (#6642)
- Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590)
- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590)
- Examples: Added Win32+Vulkan example for completeness. (#8180) [@jristic]
-----------------------------------------------------------------------
VERSION 1.91.6 (Released 2024-12-11)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.6
Breaking changes:
- Backends: DX12: Changed ImGui_ImplDX12_Init() signature to take a
ImGui_ImplDX12_InitInfo struct.
- Using the new API, application is now required to pass function pointers
to allocate/free SRV Descriptors.
- We provide convenience legacy fields to pass a single descriptor,
matching the old API, but upcoming features will want multiple.
- Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to
be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [@Teselka]
- As a result, some .ini data may be partially lost when storing checksums
(docking and tables information particularly).
- Because some users have crafted and storing .ini data as a way to workaround
limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER'
compile-time option to keep using old CRC32 tables if you cannot afford invalidating
old .ini data.
Other changes:
- Error Handling: fixed cases where recoverable error handling would crash when
processing errors outside of the NewFrame()..EndFrame() scope. (#1651)
- Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during
the first frame or when scrolling flags have changed. (#8196)
- InputText: added ImGuiInputTextFlags_ElideLeft to elide left side and ensure right side
of contents is visible when whole text is not fitting (useful for paths/filenames).
(#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut]
- InputText: reactivating last activated InputText() doesn't restore horizontal scrolling
(which was disabled during deactivation anyway).
- Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb).
- Misc: added IMGUI_DISABLE_DEFAULT_FONT to strip embedded font from binary. (#8161)
[@demonese]
- Demo: example tree used by Property Editor & Selection demos properly freed
on application closure. (#8158) [@Legulysse]
- Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted
for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut]
- Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka]
- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options.
- Backends: DirectX12: Let user specifies the DepthStencilView format by setting
ImGui_ImplDX12_InitInfo::DSVFormat. (#8217) [@bmarques1995]
- Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience,
when setting init_info->DescriptorPoolSize then the backend will create and manage
one itself. (#8172, #4867) [@zeux]
- Examples: Win32+DX12: Using a basic free-list allocator to manage multiple
SRV descriptors.
Docking+Viewports Branch:
- Docking: Added an assert to clarify that ImGuiDockNodeFlags_CentralNode flag
(from internals) does not need to be passed to DockSpace(), as it causes general
havoc. (#8145)
- Backends: Win32: Fixed a crash/regression in 1.91.5 when running two processes
with multi-viewports (was using GetProp() to query property which could have
belonged to another process). (#8162, #8069) [@sammyfreg, @ocornut]
-----------------------------------------------------------------------
VERSION 1.91.5 (Released 2024-11-07)
-----------------------------------------------------------------------
@@ -44,11 +429,12 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
- Pre-1.87 backends are not supported:
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
- you can use IsKeyDown() instead of reading from io.KeysDown[].
- For more references:
- read 1.87 and 1.88 part of API BREAKING CHANGES in imgui.cpp or read Changelog for 1.87 and 1.88.
- read https://github.com/ocornut/imgui/issues/4921
@@ -64,6 +450,11 @@ Other changes:
between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861)
- Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use
PressedOnClick instead of PressedOnClickRelease when unspecified.
- This is intended to make the +/- buttons of InputInt/InputFloat react on the
initial mouse down event.
- Note that it may reveal incorrect usage if you were using InputInt/InputFloat
without persistent storage by relying solely on e.g. IsItemDeactivatedAfterEdit():
this was never supported and didn't work consistently (see #8149).
- InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within
a callback would sometimes prevents further appending to the buffer.
- Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default
@@ -89,7 +480,7 @@ Other changes:
Docking+Viewports Branch:
- Backends: GLFW: added Linux workaround for spurious mouse up events emitted while dragging
and creating new viewports. Generally they would be interrupting a dragging operations.
and creating new viewports. Generally they would be interrupting a dragging operations.
(#3158, #7733, #7922) [@rokups, @ocornut]
- Docking: fixed using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport():
the normally invisible space did erroneously claim mouse hover and could be potentially
@@ -176,7 +567,7 @@ Other changes:
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).
Providing headers/libraries 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.
@@ -383,7 +774,7 @@ Other changes:
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)
synced instances that are laid 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)
@@ -636,7 +1027,7 @@ Other changes:
- 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
- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw a 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
@@ -712,7 +1103,7 @@ Other changes:
- Scrollbar: made scrolling logic more standard: clicking above or below the
grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
solely by the presence of an horizontal scrollbar. (#1574)
solely by the presence of a horizontal scrollbar. (#1574)
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
@@ -855,7 +1246,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
- TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed
by a SameLine() call. (#7505, #282)
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
// This was actually incorrect! BUT appeared to look ok with the default style
@@ -966,7 +1357,7 @@ Other changes:
Note that only simple polygons (no self-intersections, no holes) are supported.
- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
of interesting resources, because GitHub doesn't allow Wiki to be crawled by search engines.
- This is the main wiki: https://github.com/ocornut/imgui/wiki
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
Adding a link to the crawlable version, even though it is not intended for humans,
@@ -1142,7 +1533,7 @@ Other changes:
- BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
is specified. (#1710, #7194)
- Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
for both axises since 1.90. (#7106) [@n0bodysec]
for both axes since 1.90. (#7106) [@n0bodysec]
- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
- Navigation (Keyboard/gamepad):
@@ -1309,7 +1700,7 @@ Other changes:
- Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables
this optimization, meaning child contents will never be clipped (not recommended).
- Please be considerate that child are full windows and carry significant overhead:
combining auto-resizing for both axises to create a non-scrolling child to merely draw
combining auto-resizing for both axes to create a non-scrolling child to merely draw
a border would be better more optimally using BeginGroup(). (see #1496)
(until we come up with new helpers for framed groups and work-rect adjustments).
- BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often
@@ -1371,7 +1762,7 @@ Other changes:
parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869)
- MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
register contents size in a way that would affect the scrolling layer.
Was most often noticeable when using an horizontal scrollbar. (#6789)
Was most often noticeable when using a horizontal scrollbar. (#6789)
- InputText:
- InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer.
(regression from 1.89.2, only happened in some states). (#6783, #6000)
@@ -1619,7 +2010,7 @@ Breaking changes:
- Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal.
As the fields were added in 1.89 and expected to be left unchanged by most users, or only
tweaked once during app initialisation, we are exceptionally accepting the breakage.
tweaked once during app initialization, we are exceptionally accepting the breakage.
Majority of users should not even notice.
- Overlapping items: (#6512, #3909, #517)
- Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
@@ -1736,7 +2127,7 @@ Breaking changes:
- Commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
- ListBoxHeader() -> use BeginListBox()
- ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
@@ -1926,7 +2317,7 @@ Other changes:
- Public API: PushTabStop(false) / PopTabStop()
- Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true);
- Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets.
- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not
- Nav: Tabbing/Shift+Tabbing can more reliably be used to step out of an item that is not
tab-stoppable. (#3092, #5759, #787)
- Nav: Made Enter key submit the same type of Activation event as Space key,
allowing to press buttons with Enter. (#5606)
@@ -1988,20 +2379,20 @@ Other changes:
due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
- Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
- Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y < 0.0f' scrolls Down.
Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x < 0.0f' scrolls Right.
- Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
- Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
(whereas on OSX machines Shift+WheelY turns into WheelX at the OS level).
- If you use a custom backend, you should verify horizontal wheel direction.
- Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
- Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
- Axes are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
- Axes are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
- You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
- Known issues remaining with Emscripten:
- The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
- When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
This is because we don't know that we are running on Mac and apply our own Shift+swapping
on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
on top of OSX's own swapping, so wheel axes are swapped twice. Emscripten apps may need
to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
let us know!), or offer the "OSX-style behavior" option to their user.
- Window: Avoid rendering shapes for hidden resize grips.
@@ -2027,7 +2418,7 @@ Other changes:
values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true"
can exacerbate that. (#6114, #3644)
- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and
offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and
@@ -2253,7 +2644,7 @@ Other Changes:
- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling
delay in some situations where e.g. windows need to be synched. (#1526)
delay in some situations where e.g. windows need to be synced. (#1526)
- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
Enter keep the input active and select all text.
- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
@@ -2297,7 +2688,7 @@ Other Changes:
- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775)
- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from
a window which is neither a popup neither a menu used to incorrectly close and reopen the menu
(the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775)
(the fix may have side-effect and is labelled as experimental as we may need to revert). (#5775)
- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item
in parent window when the parent is not a popup. (#5730)
- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
@@ -2452,7 +2843,7 @@ Other Changes:
always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root
level of a popup with a child menu opened.
- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted
from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f.
- Stack Tool: Added option to copy item path to clipboard. (#4631)
- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5]
@@ -2539,6 +2930,7 @@ Breaking Changes:
- For all calls to IO new functions, the Dear ImGui context should be bound/current.
- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
- You can use IsKeyDown() instead of reading from io.KeysDown[].
- For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
@@ -2573,7 +2965,7 @@ Breaking Changes:
io.AddKeyEvent(), io.AddKeyAnalogEvent().
- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
- Removed support for legacy arithmetic operators (+,+-,*,/) when inputting text into a slider/drag. (#4917, #3184)
This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
(Instead you may implement custom expression evaluators to provide a better version of this).
- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
@@ -2629,7 +3021,7 @@ Other Changes:
- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
callbacks after iniitializing backend. (#4981)
callbacks after initializing backend. (#4981)
- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
@@ -2734,7 +3126,7 @@ Other Changes:
- Menus: fixed sub-menu items inside a popups from closing the popup.
- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
- InputText, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
slightly from the one used by CTRL+arrows. (#2244)
- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
@@ -2765,7 +3157,7 @@ Other Changes:
- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
- CI: Add MinGW DLL build to test suite. [@rokups]
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
vkCmdSetScissor() explicitly every frame. (#4644)
- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports
with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo]
@@ -2863,7 +3255,7 @@ Other Changes:
- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window.
- Nav: Improve scrolling behavior when navigating to an item larger than view.
- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement.
the TreePush(const char*) and TreePush(const void*) functions would use a hard-coded replacement.
The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
(_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash.
You may replace it with anything else.
@@ -3009,9 +3401,9 @@ Other Changes:
- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
- Fonts: Added U+FFFD ("replacement character") to default Asian glyphs ranges. (#4269)
- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tessellation not using accelerated paths for small circles.
Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
@@ -3055,7 +3447,7 @@ Other Changes:
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
Other OSX examples were not affected. (#4253, #1873) [@rokups]
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
Docking+Viewports Branch:
@@ -3212,7 +3604,7 @@ Breaking Changes:
- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
incorrect description of behavior. Was mostly used by memory editor. Kept inline redirection function. (#2863)
- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
@@ -3317,7 +3709,7 @@ Other Changes:
- For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
- All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
- Tables: Fixed PopItemWidth() or multi-components items not restoring per-column ItemWidth correctly. (#3760)
- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
close button in the window. (#3731)
- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans]
@@ -3354,7 +3746,7 @@ Other Changes:
User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
- Backends: WebGPU: Added renderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
@@ -3572,12 +3964,12 @@ Other Changes:
- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
a fully clipped column. (#3475) [@szreder]
- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
viewport on either or both axises. [@Rokups]
viewport on either or both axes. [@Rokups]
- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 contexts which have
the defines set by a loader. (#3467, #1985) [@jjwebb]
- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
own render pass. (#3455, #3459) [@FunMiles]
@@ -3681,7 +4073,7 @@ Other Changes:
and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
This is a small but rather important change because lots of multi-button behaviors could previously
only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton()
with is a de-facto versatile building block to creating custom widgets with the public API.
with is a de facto versatile building block to creating custom widgets with the public API.
- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled
from the merged/target font settings when merging fonts, instead of being pulled from the source
font settings.
@@ -3856,7 +4248,7 @@ Other Changes:
ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
- Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h.
- More onsistent handling of unsupported code points (0xFFFD).
- More consistent handling of unsupported code points (0xFFFD).
- Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(),
allowing for more complete CJK input.
- sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
@@ -3954,7 +4346,7 @@ Other Changes:
- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
- Nav: Fixed a bug where the initial CTRL+Tab press while in a child window sometimes selected
the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
@@ -4150,7 +4542,7 @@ Other Changes:
mostly for consistency. (#2159, #2160) [@goran-w]
- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly
- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixely dots (which was glaringly
unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set.
Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow
as possible. (#2775) [@rokups]
@@ -4527,7 +4919,7 @@ Other Changes:
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
is being swapped with an InputText that has yet to be activated.
- InputText: Fixed various display corruption related to swapping the underlying buffer while
a input widget is active (both for writable and read-only paths). Often they would manifest
an input widget is active (both for writable and read-only paths). Often they would manifest
when manipulating the scrollbar of a multi-line input text.
- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color
values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities).
@@ -4538,7 +4930,7 @@ Other Changes:
reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
- Tabs: Added extra misusage error recovery. Past the assert, common misusage don't lead to
hard crashes any more, facilitating integration with scripting languages. (#1651)
- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
scrolling policy enabled) or if is currently appearing.
@@ -4581,7 +4973,7 @@ Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
Other Changes:
@@ -4680,7 +5072,7 @@ Other Changes:
in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
- Nav: Fixed a keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
@@ -4832,7 +5224,7 @@ Changes:
then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
search for the corresponding function in the new code and apply the chunks manually.
- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the GitHub,
so a solution applicable on the Master branch can be found. If your company has changes that you cannot
disclose you may also contact me privately.
@@ -4867,7 +5259,7 @@ Other Changes:
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
Docking features. (#787)
- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the
While it was previously possible, you won't be able to CTRL+TAB out and immediately back in a window with the
ImGuiWindow_NoNavFocus flag.
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
@@ -4902,7 +5294,7 @@ Other Changes:
- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- Fixed an include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200)
- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
@@ -5137,7 +5529,7 @@ Other Changes:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically
fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text,
Escape to cancel/close, Ctrl-Tab to focus windows, etc.
Escape to cancel/close, Ctrl+Tab to focus windows, etc.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
the io.WantCaptureKeyboard flag will be set.
- For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
@@ -5187,7 +5579,7 @@ Other Changes:
- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding,
ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
- Style: Close buttons now display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with the 'reopen_existing' option).
@@ -5210,7 +5602,7 @@ Other Changes:
- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
- InputFloat: Allow inputing value using scientific notation e.g. "1e+10".
- InputFloat: Allow inputting value using scientific notation e.g. "1e+10".
- InputDouble: Added InputDouble() function. We use a format string instead of a 'decimal_precision'
parameter to also for "%e" and variants. (#1011)
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
@@ -5255,7 +5647,7 @@ Other Changes:
- Demo: Improved Selectable() examples. (#1528)
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList-centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
@@ -5373,7 +5765,7 @@ Other Changes:
- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the
lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests
for full usability. (#822)
- Window: Sizing fixes when using SetNextWindowSize() on individual axises.
- Window: Sizing fixes when using SetNextWindowSize() on individual axes.
- Window: Hide new window for one frame until they calculate their size.
Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step.
@@ -5675,7 +6067,7 @@ Other Changes:
check the Demo window and comment for `ImGuiColorEditFlags_`.
Some of the options it supports are: two color picker types (hue bar + sat/val rectangle,
hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints
(currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip,
(currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip,
basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before
will be enough, as you can now open the color picker from there.
- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA,
@@ -5777,7 +6169,7 @@ Other Changes:
certain style settings and zero WindowMinSize).
- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849)
- BulletText(): Fixed stopping to display formatted string after the '##' mark.
- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727)
- Closing the focused window restore focus to the first active root window in descending z-order. (part of #727)
- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse]
- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690)
- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706)
@@ -5814,7 +6206,7 @@ Other Changes:
- Demo: ShowStyleEditor: show font character map / grid in more details.
- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end.
- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw]
- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810)
- Examples: Accessing ImVector fields directly, feel less stl-y. (#810)
- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807)
- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116)
- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman]
@@ -5978,7 +6370,7 @@ Other Changes:
after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting
variable (e.g. non saved local) can be passed.
- InputText(): OS X friendly behaviors: (@zhiayang), (#473)
- InputText(): OS X friendly behaviors: (@zhiayang), (#473)
- Word movement uses ALT key;
- Shortcuts uses CMD key;
- Double-clicking text select a single word;
@@ -6103,7 +6495,7 @@ Changes:
- PlotHistogram(): improved rendering of histogram with a lot of values.
- Dummy(): creates an item so functions such as IsItemHovered() can be used.
- BeginChildFrame() helper: added the extra_flags parameter.
- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
- Scrollbar: fixed rounding of background + child window consistently have ChildWindowBg color under ScrollbarBg fill. (#355).
- Scrollbar: background color less translucent in default style so it works better when changing background color.
- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
@@ -6119,7 +6511,7 @@ Changes:
- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
- Demo: Horizontal scrollbar demo allows to enable simultaneous scrollbars on both axes.
- Tools: binary_to_compressed_c.cpp: added -nocompress option.
- Examples: Added example for the Marmalade platform.
- Examples: Added batch files to build Windows examples with VS.
@@ -6164,7 +6556,7 @@ Other Changes:
- ImDrawList: Added an assert on overflowing index value (#292).
- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
- Fixed Bullet() inconsistent layout behaviour when clipped.
- Fixed Bullet() inconsistent layout behavior when clipped.
- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
@@ -6176,7 +6568,7 @@ Other Changes:
the first place so it's not really a useful default.
- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows
appending to a window without worryin about flags.
appending to a window without worrying about flags.
- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
- Demo: Fixed incorrectly formed string passed to Combo (#298).
- Demo: Added simple Log demo.
@@ -6210,7 +6602,7 @@ Other Changes:
and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
for forward-compatibility and code using those types/functions may occasionally break. (#219)
- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
the ShowTestWindow() function as de facto guide to ImGui features. It will be stripped out by the linker when unused.
- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
@@ -6575,7 +6967,7 @@ Other Changes:
- IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now.
- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing
the drop side of a drag'n drop operation).
- IsItemhovered() include space taken by label and behave consistently for all widgets (#145)
- IsItemHovered() include space taken by label and behave consistently for all widgets (#145)
- Auto-filling child window feed their content size to parent (#170)
- InputText() removed the odd ~ characters when clipping.
- InputText() update its width in case of resize initiated programmatically while the widget is active.
@@ -6639,7 +7031,7 @@ Other Changes:
- Sliders: Fixed parsing of decimal precision back from format string when using %%.
- Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone).
- Separator() logs itself as text when passing through text log.
- Optimisation: TreeNodeV() early out if SkipItems is set without formatting.
- Optimization: TreeNodeV() early out if SkipItems is set without formatting.
- Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K.
- Examples: Example console keeps focus on input box at all times.
- Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder.
@@ -6768,8 +7160,8 @@ Other Changes:
Callback now passed an "EventFlag" parameter.
- InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters.
- PushItemWidth() can take negative value to right-align items.
- Optimisation: Columns offsets cached to avoid unnecessary binary search.
- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when
- Optimization: Columns offsets cached to avoid unnecessary binary search.
- Optimization: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when
submitting thousands of clipped items).
- Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility.
- Added BeginChild() variant that takes an ImGuiID.
@@ -6812,7 +7204,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. Th
- Big update! Initialization had to be changed. You don't need to load PNG data anymore. The
new system gives you uncompressed texture data.
- This sequence:
const void* png_data;
@@ -6822,7 +7214,7 @@ Breaking Changes:
- Became:
unsigned char* pixels;
int width, height;
// io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font
// io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// <Copy to GPU>
io.Fonts->TexID = (your_texture_identifier);
@@ -6844,7 +7236,7 @@ Other Changes:
- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just
being hovered). Useful for custom dragging behaviors.
- Style: Added FrameRounding setting for a more rounded look (default to 0 for now).
- Window: Fixed using multiple Begin/End pair on the same wnidow.
- Window: Fixed using multiple Begin/End pair on the same window.
- Window: Fixed style.WindowMinSize not being honored properly.
- Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos).
- ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default.
@@ -6875,10 +7267,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Dragging outside area of a widget while it is active doesn't trigger hover on other widgets.
- Activating widget bring parent window to front if not already.
- Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI.
- InputText() nows consume input characters immediately so they cannot be reused if
- InputText() now consumes input characters immediately so they cannot be reused if
ImGui::Update is called again with a call to ImGui::Render(). (fixes #105)
- Examples: Console: added support for History callbacks + some cleanup.
- Various small optimisations.
- Various small optimizations.
- Cleanup and other fixes.
@@ -7081,7 +7473,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set
- The behavior of PixelCenterOffset changed! You may need to change your value if you had set
it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is
likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering
uses some form of multisampling.
@@ -7175,7 +7567,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines.
- Added quick & dirty Makefiles for MacOSX and Linux.
- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations.
- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimizations.
- Fixed warnings for more stringent compilation settings.

View File

@@ -34,7 +34,7 @@ Only if you:
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
## How to open an issue
@@ -52,7 +52,7 @@ Steps:
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
@@ -65,17 +65,17 @@ If you have been using Dear ImGui for a while or have been using C/C++ for sever
## How to open a Pull Request
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
## Copyright / Contributor License Agreement
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.

View File

@@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR>
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
@@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targeting WebGL.<BR>
[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
@@ -167,15 +187,19 @@ DirectX12 example, Windows only. <BR>
This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR>
Raw Windows + Vulkan example <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR>
### Miscellaneous
**Building**
Unfortunately nowadays it is still tedious to create and maintain portable build files using external
Unfortunately, nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
@@ -191,22 +215,22 @@ If you are interested in using Cmake to build and links examples, see:
**About mouse cursor latency**
Dear ImGui has no particular extra lag for most behaviors,
Dear ImGui does not introduce significant extra lag for most behaviors,
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
path and will feel smoother than the majority of contents rendered via regular graphics API (including,
However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor!
Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
2D shape directly under the mouse cursor to help identify the issue!

View File

@@ -233,7 +233,7 @@ for (int n = 0; n < 3; n++)
ImGui::End();
</pre>
</td>
</tr>
</tr>
</table>
A primer on labels and the ID Stack...
@@ -543,7 +543,7 @@ The short answer is: obtain the desired DPI scale, load your fonts resized with
Your application may want to detect DPI change and reload the fonts and reset style between frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
@@ -562,7 +562,8 @@ Please note that if you are not using multi-viewports with multi-monitors using
On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()`.
- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`.
- For GLFW: this is done automatically.
- For other Windows projects with other backends, or wrapper projects:
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
@@ -666,7 +667,7 @@ You may take a look at:
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.

View File

@@ -110,9 +110,7 @@ ImGui::PopFont();
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
config.RasterizerDensity = 2.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```

View File

@@ -110,7 +110,7 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries).
- [imgui-demo-binaries-20241211.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20241211.zip) (Windows, 1.91.6, built 2024/11/11, master) or [older binaries](https://www.dearimgui.com/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
@@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.

View File

@@ -9,7 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- 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.
@@ -22,7 +22,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? more z-order contrl? (#2574)
- window: top most window flag? more z-order control? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
@@ -57,7 +57,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517)
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
@@ -165,7 +165,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging
- slider: step option (#1183)
@@ -241,7 +241,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
- filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves
- filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
@@ -307,7 +307,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item
- 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.
@@ -371,7 +371,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)

View File

@@ -24,9 +24,9 @@ You may install Allegro using vcpkg:
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
bootstrap-vcpkg.bat
vcpkg install allegro5 --triplet=x86-windows ; for win32
vcpkg install allegro5 --triplet=x64-windows ; for win64
vcpkg integrate install ; register include / libs in Visual Studio
vcpkg install allegro5 --triplet=x86-windows ; for win32
vcpkg install allegro5 --triplet=x64-windows ; for win64
vcpkg integrate install ; register include / libs in Visual Studio
```
Build:

View File

@@ -42,5 +42,5 @@ repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
implementation "org.jetbrains.kotlin:kotlin-stdlib:$kotlin_version"
}

View File

@@ -139,7 +139,7 @@
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
return;
return;
}
// Start the Dear ImGui frame
@@ -202,7 +202,7 @@
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
// Present
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];

View File

@@ -35,6 +35,9 @@ EMS =
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead

View File

@@ -43,11 +43,17 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";

View File

@@ -15,7 +15,9 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
# GLFW
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
if(NOT GLFW_DIR)
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
endif()
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)

View File

@@ -52,7 +52,7 @@ static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void glfw_error_callback(int error, const char* description)
@@ -61,7 +61,7 @@ static void glfw_error_callback(int error, const char* description)
}
static void check_vk_result(VkResult err)
{
if (err == 0)
if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -85,35 +85,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
return false;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
@@ -177,23 +148,12 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Select Physical Device (GPU)
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -229,17 +189,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1;
pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -302,17 +263,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -381,11 +340,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -449,6 +408,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;

View File

@@ -36,6 +36,9 @@ EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html

View File

@@ -36,6 +36,9 @@ EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead

View File

@@ -35,12 +35,19 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
@@ -75,6 +82,12 @@ int main(int, char**)
}
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (gl_context == nullptr)
{
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
return -1;
}
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync

View File

@@ -49,7 +49,7 @@ static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0)
if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -73,35 +73,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
return false;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
@@ -165,23 +136,12 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Select Physical Device (GPU)
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -217,17 +177,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1;
pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -256,7 +217,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef APP_UNLIMITED_FRAME_RATE
#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
@@ -290,17 +251,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -369,11 +328,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -449,6 +408,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;

View File

@@ -54,11 +54,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------

View File

@@ -40,6 +40,9 @@ EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead

View File

@@ -18,7 +18,6 @@
#include <SDL3/SDL_opengl.h>
#endif
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
@@ -27,6 +26,7 @@
int main(int, char**)
{
// Setup SDL
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
@@ -35,12 +35,19 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
@@ -70,6 +77,12 @@ int main(int, char**)
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (gl_context == nullptr)
{
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
return -1;
}
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
SDL_ShowWindow(window);
@@ -139,6 +152,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -148,6 +162,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -222,6 +238,7 @@ int main(int, char**)
#endif
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();

View File

@@ -0,0 +1,73 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
#CXX = g++
#CXX = clang++
EXE = example_sdl3_sdlgpu3
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlgpu3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -ldl `pkg-config sdl3 --libs`
CXXFLAGS += `pkg-config sdl3 --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `pkg-config sdl3 --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@@ -0,0 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl3_sdlgpu3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@set OUT_DIR=Release
@REM mkdir %OUT_DIR%
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@@ -0,0 +1,189 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{c22cb6f8-39a5-4dda-90ed-4aca4e81e1e5}</ProjectGuid>
<RootNamespace>example_sdl3_sdlgpu3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp" />
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h" />
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{9044ef92-2afa-42f2-92df-ac473c7c32b3}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{ef84458b-039a-4902-8455-4e33df5a8578}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View File

@@ -0,0 +1,218 @@
// Dear ImGui: standalone example application for SDL3 + SDL_GPU
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlgpu3.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#include <SDL3/SDL.h>
// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Main code
int main(int, char**)
{
// Setup SDL
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create SDL window graphics context
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
// Create GPU Device
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
if (gpu_device == nullptr)
{
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
return -1;
}
// Claim window for GPU Device
if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
{
printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
return -1;
}
SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};
init_info.Device = gpu_device;
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
ImGui_ImplSDLGPU3_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
SDL_GPUTexture* swapchain_texture;
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
if (swapchain_texture != nullptr && !is_minimized)
{
// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
// Setup and start a render pass
SDL_GPUColorTargetInfo target_info = {};
target_info.texture = swapchain_texture;
target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
target_info.store_op = SDL_GPU_STOREOP_STORE;
target_info.mip_level = 0;
target_info.layer_or_depth_plane = 0;
target_info.cycle = false;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
// Render ImGui
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
SDL_EndGPURenderPass(render_pass);
}
// Submit the command buffer
SDL_SubmitGPUCommandBuffer(command_buffer);
}
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
SDL_WaitForGPUIdle(gpu_device);
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
SDL_DestroyGPUDevice(gpu_device);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

View File

@@ -34,7 +34,7 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `pkg-config sdl3 --cflags`
@@ -43,11 +43,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------

View File

@@ -15,16 +15,16 @@
#include "imgui_impl_sdlrenderer3.h"
#include <stdio.h>
#include <SDL3/SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL3/SDL_opengles2.h>
#else
#include <SDL3/SDL_opengl.h>
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Main code
int main(int, char**)
{
// Setup SDL
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
@@ -32,7 +32,7 @@ int main(int, char**)
}
// Create window with SDL_Renderer graphics context
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
Uint32 window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
if (window == nullptr)
{
@@ -103,6 +103,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -112,6 +113,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -173,6 +176,7 @@ int main(int, char**)
#endif
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();

View File

@@ -54,7 +54,7 @@ static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0)
if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -78,35 +78,6 @@ static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properti
return false;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
@@ -170,23 +141,12 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Select Physical Device (GPU)
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -222,17 +182,18 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
}
// Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1;
pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -261,7 +222,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef APP_UNLIMITED_FRAME_RATE
#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
@@ -295,17 +256,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -374,11 +333,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
}
check_vk_result(err);
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -386,7 +345,8 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
int main(int, char**)
{
// Setup SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
@@ -453,6 +413,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
@@ -499,6 +460,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -508,6 +470,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -591,6 +555,7 @@ int main(int, char**)
}
// Cleanup
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();

View File

@@ -22,23 +22,70 @@
#pragma comment(lib, "dxguid.lib")
#endif
#include "imgui_internal.h"
// Config for example app
static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
static const int APP_NUM_BACK_BUFFERS = 2;
static const int APP_SRV_HEAP_SIZE = 64;
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
};
// Simple free list based allocator
struct ExampleDescriptorHeapAllocator
{
ID3D12DescriptorHeap* Heap = nullptr;
D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
UINT HeapHandleIncrement;
ImVector<int> FreeIndices;
void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
{
IM_ASSERT(Heap == nullptr && FreeIndices.empty());
Heap = heap;
D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
HeapType = desc.Type;
HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
FreeIndices.reserve((int)desc.NumDescriptors);
for (int n = desc.NumDescriptors; n > 0; n--)
FreeIndices.push_back(n - 1);
}
void Destroy()
{
Heap = nullptr;
FreeIndices.clear();
}
void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
{
IM_ASSERT(FreeIndices.Size > 0);
int idx = FreeIndices.back();
FreeIndices.pop_back();
out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
}
void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
{
int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
IM_ASSERT(cpu_idx == gpu_idx);
FreeIndices.push_back(cpu_idx);
}
};
// Data
static int const NUM_FRAMES_IN_FLIGHT = 3;
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
static int const NUM_BACK_BUFFERS = 3;
static ID3D12Device* g_pd3dDevice = nullptr;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
static ID3D12Fence* g_fence = nullptr;
@@ -47,8 +94,8 @@ static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static HANDLE g_hSwapChainWaitableObject = nullptr;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
@@ -105,10 +152,22 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
ImGui_ImplDX12_InitInfo init_info = {};
init_info.Device = g_pd3dDevice;
init_info.CommandQueue = g_pd3dCommandQueue;
init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
// Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
ImGui_ImplDX12_Init(&init_info);
// Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
//ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@@ -232,7 +291,7 @@ int main(int, char**)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
ImGui::RenderPlatformWindowsDefault();
}
// Present
@@ -267,7 +326,7 @@ bool CreateDeviceD3D(HWND hWnd)
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.BufferCount = APP_NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -310,7 +369,7 @@ bool CreateDeviceD3D(HWND hWnd)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.NumDescriptors = APP_NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
@@ -318,7 +377,7 @@ bool CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
@@ -328,10 +387,11 @@ bool CreateDeviceD3D(HWND hWnd)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.NumDescriptors = APP_SRV_HEAP_SIZE;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
}
{
@@ -343,7 +403,7 @@ bool CreateDeviceD3D(HWND hWnd)
return false;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return false;
@@ -369,7 +429,7 @@ bool CreateDeviceD3D(HWND hWnd)
return false;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
@@ -382,7 +442,7 @@ void CleanupDeviceD3D()
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
@@ -404,7 +464,7 @@ void CleanupDeviceD3D()
void CreateRenderTarget()
{
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
{
ID3D12Resource* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
@@ -417,13 +477,13 @@ void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
}
void WaitForLastSubmittedFrame()
{
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
@@ -445,7 +505,7 @@ FrameContext* WaitForNextFrameResources()
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
DWORD numWaitableObjects = 1;
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) // means no fence was signaled
{

View File

@@ -1,4 +1,4 @@
@REM Build for MINGW64 or 32 from MSYS2.
@REM Build for MINGW64 or 32 from MSYS2.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=-I../.. -I../../backends

View File

@@ -0,0 +1,9 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -0,0 +1,9 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@@ -0,0 +1,178 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
<ClInclude Include="..\..\backends\imgui_impl_win32.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,63 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_win32.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

View File

@@ -0,0 +1,591 @@
// Dear ImGui: standalone example application for Win32 + Vulkan
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_win32.h"
#define VK_USE_PLATFORM_WIN32_KHR
#include "imgui_impl_vulkan.h"
#include <windows.h>
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#include <tchar.h>
// Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <volk.h>
#endif
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
#endif
// Data
static VkAllocationCallbacks* g_Allocator = nullptr;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
#ifdef APP_USE_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // APP_USE_VULKAN_DEBUG_REPORT
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
{
for (const VkExtensionProperties& p : properties)
if (strcmp(p.extensionName, extension) == 0)
return true;
return false;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
// Enumerate available extensions
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
properties.resize(properties_count);
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
check_vk_result(err);
// Enable required extensions
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
{
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
}
#endif
// Enabling validation layers
#ifdef APP_USE_VULKAN_DEBUG_REPORT
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
instance_extensions.push_back("VK_EXT_debug_report");
#endif
// Create Vulkan Instance
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance(g_Instance);
#endif
// Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr;
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#endif
}
// Select Physical Device (GPU)
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
ImVector<const char*> device_extensions;
device_extensions.push_back("VK_KHR_swapchain");
// Enumerate physical device extension
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
properties.resize(properties_count);
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
#endif
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
create_info.ppEnabledExtensionNames = device_extensions.Data;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
static void CleanupVulkan()
{
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
static void CleanupVulkanWindow()
{
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
g_SwapChainRebuild = true;
if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
if (err != VK_SUBOPTIMAL_KHR)
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// FIXME: This code would ideally be inside imgui_impl_win32.cpp, it would create a dependency on Vulkan headers in imgui_impl_win32.cpp
static int ImGui_ImplWin32_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
VkWin32SurfaceCreateInfoKHR createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
createInfo.hwnd = (HWND)viewport->PlatformHandleRaw;
createInfo.hinstance = ::GetModuleHandle(nullptr);
return (int)vkCreateWin32SurfaceKHR((VkInstance)vk_instance, &createInfo, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
}
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
ImVector<const char*> extensions;
extensions.push_back("VK_KHR_surface");
extensions.push_back("VK_KHR_win32_surface");
SetupVulkan(extensions);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err;
VkWin32SurfaceCreateInfoKHR createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
createInfo.hwnd = hwnd;
createInfo.hinstance = ::GetModuleHandle(nullptr);
if (vkCreateWin32SurfaceKHR(g_Instance, &createInfo, nullptr, &surface) != VK_SUCCESS)
{
printf("Failed to create Vulkan surface.\n");
return 1;
}
// Show the window
// FIXME: Retrieve client size from window itself.
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, 1280, 800);
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui::GetPlatformIO().Platform_CreateVkSurface = ImGui_ImplWin32_CreateVkSurface;
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.RenderPass = wd->RenderPass;
init_info.Subpass = 0;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.Allocator = g_Allocator;
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_Device != VK_NULL_HANDLE && wParam != SIZE_MINIMIZED)
{
// Resize swap chain
int fb_width = (UINT)LOWORD(lParam);
int fb_height = (UINT)HIWORD(lParam);
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}

View File

@@ -35,6 +35,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -171,6 +175,22 @@ Global
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.Build.0 = Release|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.ActiveCfg = Release|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.Build.0 = Release|x64
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.ActiveCfg = Debug|Win32
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.Build.0 = Debug|Win32
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.ActiveCfg = Debug|x64
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.Build.0 = Debug|x64
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.ActiveCfg = Release|Win32
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.Build.0 = Release|Win32
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.ActiveCfg = Release|x64
{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.Build.0 = Release|x64
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.ActiveCfg = Debug|Win32
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.Build.0 = Debug|Win32
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.ActiveCfg = Debug|x64
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.Build.0 = Debug|x64
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.ActiveCfg = Release|Win32
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@@ -48,6 +48,7 @@
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#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_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
@@ -58,9 +59,12 @@
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
//#define IMGUI_USE_LEGACY_CRC32_ADLER
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
@@ -84,8 +88,7 @@
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// 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.
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. 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

1634
imgui.cpp

File diff suppressed because it is too large Load Diff

237
imgui.h
View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.5
// dear imgui, v1.91.9
// (headers)
// Help:
@@ -28,8 +28,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.5"
#define IMGUI_VERSION_NUM 19150
#define IMGUI_VERSION "1.91.9"
#define IMGUI_VERSION_NUM 19190
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@@ -141,6 +141,7 @@ Index of this file:
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
@@ -159,7 +160,7 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (often used to st
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Forward declarations
// Forward declarations: ImDrawList, ImFontAtlas layer
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
@@ -174,6 +175,8 @@ struct ImFontConfig; // Configuration data when adding a font or
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
// Forward declarations: ImGui layer
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
@@ -549,7 +552,7 @@ namespace ImGui
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
@@ -571,8 +574,10 @@ namespace ImGui
// Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
IMGUI_API void ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box (Dropdown)
@@ -699,6 +704,7 @@ namespace ImGui
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
@@ -929,7 +935,7 @@ namespace ImGui
IMGUI_API void PopClipRect();
// Focus, Activation
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
@@ -997,7 +1003,7 @@ namespace ImGui
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
@@ -1034,6 +1040,7 @@ namespace ImGui
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
@@ -1084,11 +1091,11 @@ namespace ImGui
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
} // namespace ImGui
@@ -1126,17 +1133,17 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame()
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
#endif
};
@@ -1209,13 +1216,16 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
// Elide display / Alignment
ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
// Callback features
ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
@@ -1238,14 +1248,16 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7
#endif
};
@@ -1453,6 +1465,7 @@ enum ImGuiDataType_
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_COUNT
};
@@ -1540,6 +1553,7 @@ enum ImGuiKey : int
ImGuiKey_KeypadEqual,
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
ImGuiKey_AppForward,
ImGuiKey_Oem102, // Non-US backslash.
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
@@ -1778,6 +1792,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
@@ -1819,10 +1834,16 @@ enum ImGuiColorEditFlags_
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
// Alpha preview
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
// - The new flags may be combined better and allow finer controls.
ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
@@ -1839,12 +1860,16 @@ enum ImGuiColorEditFlags_
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
#endif
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
@@ -1860,6 +1885,7 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
};
@@ -1887,6 +1913,8 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_Wait, // When waiting for something to process/load.
ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
};
@@ -2200,6 +2228,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
@@ -2221,9 +2250,11 @@ struct ImGuiStyle
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float ImageBorderSize; // Thickness of border around Image() calls.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
@@ -2243,6 +2274,8 @@ struct ImGuiStyle
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
// Colors
ImVec4 Colors[ImGuiCol_COUNT];
// Behaviors
@@ -2255,6 +2288,11 @@ struct ImGuiStyle
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
#endif
};
//-----------------------------------------------------------------------------
@@ -2377,7 +2415,8 @@ struct ImGuiIO
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
@@ -2399,6 +2438,7 @@ struct ImGuiIO
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
// Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
@@ -2484,10 +2524,11 @@ struct ImGuiIO
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
@@ -2526,7 +2567,7 @@ struct ImGuiIO
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
@@ -2675,10 +2716,11 @@ struct ImGuiTextBuffer
ImGuiTextBuffer() { }
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
bool empty() const { return Buf.Size <= 1; }
void clear() { Buf.clear(); }
void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
IMGUI_API void append(const char* str, const char* str_end = NULL);
@@ -2801,6 +2843,7 @@ struct ImGuiListClipper
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
@@ -2828,7 +2871,8 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
@@ -3001,7 +3045,7 @@ struct ImGuiSelectionBasicStorage
IMGUI_API void Clear(); // Clear selection
IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
};
@@ -3025,7 +3069,7 @@ struct ImGuiSelectionExternalStorage
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
@@ -3099,7 +3143,6 @@ struct ImDrawChannel
ImVector<ImDrawIdx> _IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
@@ -3179,10 +3222,11 @@ struct ImDrawList
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
IMGUI_API ~ImDrawList();
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
@@ -3219,7 +3263,7 @@ struct ImDrawList
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
@@ -3333,26 +3377,28 @@ struct ImDrawData
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
// A font input/source (we may rename this to ImFontSource in the future)
struct ImFontConfig
{
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
int FontNo; // 0 // Index of font within TTF/OTF file
int OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX)
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this.
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
// [Internal]
char Name[40]; // Name (strictly to ease debugging)
@@ -3368,7 +3414,7 @@ struct ImFontGlyph
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsigned int Codepoint : 30; // 0x0000..0x10FFFF
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float AdvanceX; // Horizontal distance to advance layout with
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
};
@@ -3392,14 +3438,16 @@ struct ImFontGlyphRangesBuilder
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
// [Internal]
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000)
unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting.
float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; }
};
@@ -3440,8 +3488,8 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearFonts(); // Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
IMGUI_API void Clear(); // Clear all input and output.
// Build atlas, retrieve pixel data.
@@ -3474,7 +3522,7 @@ struct ImFontAtlas
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
//-------------------------------------------
// [BETA] Custom Rectangles/Glyphs API
// [ALPHA] Custom Rectangles/Glyphs API
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
@@ -3490,21 +3538,21 @@ struct ImFontAtlas
// [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
//-------------------------------------------
// Members
//-------------------------------------------
// Input
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
bool TexReady; // Set when texture was built matching current font input
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
@@ -3515,7 +3563,7 @@ struct ImFontAtlas
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Configuration data
ImVector<ImFontConfig> Sources; // Source/configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
// [Internal] Font builder
@@ -3527,48 +3575,50 @@ struct ImFontAtlas
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
// [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
float FontSize; // 4 // in // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
// [Internal] Members: Hot ~28/40 bytes (for RenderText loop)
ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
// Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
// [Internal] Members: Cold ~32/40 bytes
// Conceptually Sources[] is the list of font sources merged to create this font.
ImFontAtlas* ContainerAtlas; // 4-8 // out // What we has been loaded into
ImFontConfig* Sources; // 4-8 // in // Pointer within ContainerAtlas->Sources[], to SourcesCount instances
short SourcesCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont.
short EllipsisCharCount; // 1 // out // 1 or 3
float EllipsisWidth; // 4 // out // Width
float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
float EllipsisWidth; // 4 // out // Total ellipsis Width
float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
float Scale; // 4 // in // Base font scale (1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
bool DirtyLookupTables; // 1 // out //
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c);
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c);
float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
IMGUI_API ImFontGlyph* FindGlyph(ImWchar c);
IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c);
float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return Sources ? Sources->Name : "<unknown>"; }
// [Internal] Don't use!
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
@@ -3582,7 +3632,6 @@ struct ImFont
IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
@@ -3638,8 +3687,8 @@ struct ImGuiViewport
// The library never uses those fields, they are merely storage to facilitate backend implementation.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle().
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
@@ -3709,7 +3758,7 @@ struct ImGuiPlatformIO
IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------
// Interface with OS and Platform backend (basic)
// Input - Interface with OS and Platform backend (most common stuff)
//------------------------------------------------------------------
// Optional: Access OS clipboard
@@ -3719,7 +3768,7 @@ struct ImGuiPlatformIO
void* Platform_ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
// (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
void* Platform_OpenInShellUserData;
@@ -3734,14 +3783,14 @@ struct ImGuiPlatformIO
ImWchar Platform_LocaleDecimalPoint; // '.'
//------------------------------------------------------------------
// Interface with Renderer Backend
// Input - Interface with Renderer Backend
//------------------------------------------------------------------
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
//------------------------------------------------------------------
// Input - Interface with OS/backends (Multi-Viewport support!)
// Input - Interface with Platform & Renderer backends for Multi-Viewport support
//------------------------------------------------------------------
// For reference, the second column shows which function are generally calling the Platform Functions:
@@ -3795,7 +3844,7 @@ struct ImGuiPlatformIO
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
@@ -3812,11 +3861,11 @@ struct ImGuiPlatformMonitor
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@@ -3828,6 +3877,8 @@ struct ImGuiPlatformImeData
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.91.9 (from February 2025)
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- border_col was removed in favor of ImGuiCol_ImageBorder.
// OBSOLETED in 1.91.0 (from July 2024)
static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
static inline void PopButtonRepeat() { PopItemFlag(); }

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.5
// dear imgui, v1.91.9
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@@ -14,6 +14,7 @@ Index of this file:
// [SECTION] Macros
// [SECTION] Generic helpers
// [SECTION] ImDrawList support
// [SECTION] Style support
// [SECTION] Data types support
// [SECTION] Widgets support: flags, enums, data structures
// [SECTION] Popup support
@@ -61,6 +62,14 @@ Index of this file:
#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)
#define IMGUI_ENABLE_SSE
#include <immintrin.h>
#if (defined __AVX__ || defined __SSE4_2__)
#define IMGUI_ENABLE_SSE4_2
#include <nmmintrin.h>
#endif
#endif
// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213
#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__)
#define IMGUI_ENABLE_SSE4_2_CRC
#endif
// Visual Studio warnings
@@ -93,6 +102,7 @@ Index of this file:
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif
@@ -121,16 +131,23 @@ Index of this file:
// [SECTION] Forward declarations
//-----------------------------------------------------------------------------
// Utilities
// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImPool<>, ImChunkStream<>)
struct ImBitVector; // Store 1-bit per value
struct ImRect; // An axis-aligned rectangle (2 points)
struct ImGuiTextIndex; // Maintain a line index for a text buffer.
// ImDrawList/ImFontAtlas
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
// ImGui
struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others)
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum)
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function.
struct ImGuiDockContext; // Docking system context
struct ImGuiDockRequest; // Docking system dock/undock queued request
struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
@@ -153,6 +170,7 @@ struct ImGuiOldColumns; // Storage data for a columns set for legacy
struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum)
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
@@ -221,12 +239,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#endif
// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...) ((void)0)
#endif
#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0)
#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0)
#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
@@ -234,6 +247,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
@@ -364,11 +378,14 @@ static inline void ImQsort(void* base, size_t count, size_t size_of_element
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
// Helpers: Bit manipulation
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
static inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; }
// Helpers: String
#define ImStrlen strlen
#define ImMemchr memchr
IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare.
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count.
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't).
@@ -741,6 +758,7 @@ struct ImGuiTextIndex
// Helper: ImGuiStorage
IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
@@ -771,26 +789,27 @@ IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStorag
#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
// Data shared between all ImDrawList instances
// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
// Conceptually this could have been called e.g. ImDrawListSharedContext
// Typically one ImGui context would create and maintain one of this.
// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
struct IMGUI_API ImDrawListSharedData
{
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
ImFont* Font; // Current/default font (optional, for simplified AddText overload)
float FontSize; // Current/default font size (optional, for simplified AddText overload)
float FontScale; // Current/default font scale (== FontSize / Font->FontSize)
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
float InitialFringeScale; // Initial scale to apply to AA fringe
ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
ImVector<ImVec2> TempBuffer; // Temporary write buffer
// [Internal] Temp write buffer
ImVector<ImVec2> TempBuffer;
// [Internal] Lookup tables
// Lookup tables
ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
ImDrawListSharedData();
void SetCircleTessellationMaxError(float max_error);
@@ -805,17 +824,38 @@ struct ImDrawDataBuilder
};
//-----------------------------------------------------------------------------
// [SECTION] Data types support
// [SECTION] Style support
//-----------------------------------------------------------------------------
struct ImGuiDataVarInfo
struct ImGuiStyleVarInfo
{
ImGuiDataType Type;
ImU32 Count; // 1+
ImU32 Offset; // Offset in parent structure
ImU32 Count : 8; // 1+
ImGuiDataType DataType : 8;
ImU32 Offset : 16; // Offset in parent structure
void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColorMod
{
ImGuiCol Col;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
//-----------------------------------------------------------------------------
// [SECTION] Data types support
//-----------------------------------------------------------------------------
struct ImGuiDataTypeStorage
{
ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT
@@ -833,8 +873,7 @@ struct ImGuiDataTypeInfo
// Extend ImGuiDataType_
enum ImGuiDataTypePrivate_
{
ImGuiDataType_String = ImGuiDataType_COUNT + 1,
ImGuiDataType_Pointer,
ImGuiDataType_Pointer = ImGuiDataType_COUNT,
ImGuiDataType_ID,
};
@@ -920,7 +959,7 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
@@ -1035,23 +1074,6 @@ enum ImGuiPlotType
ImGuiPlotType_Histogram,
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColorMod
{
ImGuiCol Col;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
// Storage data for BeginComboPreview()/EndComboPreview()
struct IMGUI_API ImGuiComboPreviewData
{
@@ -1077,7 +1099,7 @@ struct IMGUI_API ImGuiGroupData
ImVec2 BackupCurrLineSize;
float BackupCurrLineTextBaseOffset;
ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
bool BackupDeactivatedIdIsAlive;
bool BackupHoveredIdIsAlive;
bool BackupIsSameLine;
bool EmitItem;
@@ -1128,8 +1150,10 @@ struct IMGUI_API ImGuiInputTextState
{
ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent).
ImStbTexteditState* Stb; // State for stb_textedit.h
ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
ImGuiID ID; // widget id owning the text state
int TextLen; // UTF-8 length of the string in TextA (in bytes)
const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call.
ImVector<char> TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1).
ImVector<char> TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
ImVector<char> CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack
@@ -1139,9 +1163,8 @@ struct IMGUI_API ImGuiInputTextState
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
int ReloadSelectionStart;
int ReloadSelectionEnd;
ImGuiInputTextState();
@@ -1191,17 +1214,20 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9,
ImGuiNextWindowDataFlags_HasViewport = 1 << 10,
ImGuiNextWindowDataFlags_HasDock = 1 << 11,
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12,
ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10,
ImGuiNextWindowDataFlags_HasViewport = 1 << 11,
ImGuiNextWindowDataFlags_HasDock = 1 << 12,
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13,
};
// Storage for SetNexWindow** functions
struct ImGuiNextWindowData
{
ImGuiNextWindowDataFlags Flags;
ImGuiNextWindowDataFlags HasFlags;
// Members below are NOT cleared. Always rely on HasFlags.
ImGuiCond PosCond;
ImGuiCond SizeCond;
ImGuiCond CollapsedCond;
@@ -1211,6 +1237,7 @@ struct ImGuiNextWindowData
ImVec2 SizeVal;
ImVec2 ContentSizeVal;
ImVec2 ScrollVal;
ImGuiWindowFlags WindowFlags; // Only honored by BeginTable()
ImGuiChildFlags ChildFlags;
bool PosUndock;
bool CollapsedVal;
@@ -1225,7 +1252,7 @@ struct ImGuiNextWindowData
ImGuiWindowRefreshFlags RefreshFlagsVal;
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; }
};
enum ImGuiNextItemDataFlags_
@@ -1242,7 +1269,8 @@ struct ImGuiNextItemData
{
ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
// Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags.
ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData()
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
float Width; // Set by SetNextItemWidth()
@@ -1261,11 +1289,11 @@ struct ImGuiNextItemData
struct ImGuiLastItemData
{
ImGuiID ID;
ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_
ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4).
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set.
ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
@@ -1310,6 +1338,7 @@ struct ImGuiWindowStackData
ImGuiLastItemData ParentLastItemDataBackup;
ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting
bool DisabledOverrideReenable; // Non-child window override disabled flag
float DisabledOverrideReenableAlphaBackup;
};
struct ImGuiShrinkWidthItem
@@ -1328,6 +1357,15 @@ struct ImGuiPtrOrIndex
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
};
// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions
struct ImGuiDeactivatedItemData
{
ImGuiID ID;
int ElapseFrame;
bool HasBeenEditedBefore;
bool IsAlive;
};
//-----------------------------------------------------------------------------
// [SECTION] Popup support
//-----------------------------------------------------------------------------
@@ -1837,6 +1875,7 @@ enum ImGuiDockNodeFlagsPrivate_
ImGuiDockNodeFlags_NoResizeX = 1 << 16, // //
ImGuiDockNodeFlags_NoResizeY = 1 << 17, // //
ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused.
// Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved)
// Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand.
// The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues.
@@ -1845,6 +1884,7 @@ enum ImGuiDockNodeFlagsPrivate_
ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node.
ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows)
ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther,
// Masks
ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
@@ -2109,6 +2149,7 @@ typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const cha
// [SECTION] Metrics, Debug Tools
//-----------------------------------------------------------------------------
// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros.
enum ImGuiDebugLogFlags_
{
// Event types
@@ -2121,11 +2162,12 @@ enum ImGuiDebugLogFlags_
ImGuiDebugLogFlags_EventClipper = 1 << 5,
ImGuiDebugLogFlags_EventSelection = 1 << 6,
ImGuiDebugLogFlags_EventIO = 1 << 7,
ImGuiDebugLogFlags_EventInputRouting = 1 << 8,
ImGuiDebugLogFlags_EventDocking = 1 << 9,
ImGuiDebugLogFlags_EventViewport = 1 << 10,
ImGuiDebugLogFlags_EventFont = 1 << 8,
ImGuiDebugLogFlags_EventInputRouting = 1 << 9,
ImGuiDebugLogFlags_EventDocking = 1 << 10,
ImGuiDebugLogFlags_EventViewport = 1 << 11,
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY
ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine
};
@@ -2157,7 +2199,6 @@ struct ImGuiMetricsConfig
bool ShowDrawCmdMesh = true;
bool ShowDrawCmdBoundingBoxes = true;
bool ShowTextEncodingViewer = false;
bool ShowAtlasTintedWithTextColor = false;
bool ShowDockingNodes = false;
int ShowWindowsRectsType = -1;
int ShowTablesRectsType = -1;
@@ -2185,6 +2226,7 @@ struct ImGuiIDStackTool
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiTextBuffer ResultPathBuf;
ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
};
@@ -2231,9 +2273,9 @@ struct ImGuiContext
int FrameCountEnded;
int FrameCountPlatformEnded;
int FrameCountRendered;
ImGuiID WithinEndChildID; // Set within EndChild()
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
bool WithinEndChild; // Set within EndChild()
bool GcCompactAll; // Request full GC
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
void* TestEngine; // Test engine user data
@@ -2252,7 +2294,7 @@ struct ImGuiContext
ImVector<ImGuiWindowStackData> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame
ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING).
float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly.
ImGuiID DebugBreakInWindow; // Set to break in Begin() call.
ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
@@ -2293,9 +2335,8 @@ struct ImGuiContext
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEditedBefore;
ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiDeactivatedItemData DeactivatedItemData;
ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX.
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
@@ -2643,6 +2684,12 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
ImU32 ModalDimBgColor;
// Status flags
ImGuiItemStatusFlags WindowItemStatusFlags;
ImGuiItemStatusFlags ChildItemStatusFlags;
ImGuiItemStatusFlags DockTabItemStatusFlags;
ImRect DockTabItemRect;
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
@@ -2689,6 +2736,8 @@ struct IMGUI_API ImGuiWindow
ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized?
ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops
bool ViewportOwned;
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
@@ -2745,7 +2794,9 @@ struct IMGUI_API ImGuiWindow
ImGuiStorage StateStorage;
ImVector<ImGuiOldColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
float FontWindowScaleParents;
float FontDpiScale;
float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window.
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
@@ -2779,8 +2830,6 @@ struct IMGUI_API ImGuiWindow
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
ImGuiItemStatusFlags DockTabItemStatusFlags;
ImRect DockTabItemRect;
public:
ImGuiWindow(ImGuiContext* context, const char* name);
@@ -2794,7 +2843,7 @@ public:
// We don't use g.FontSize because the window may be != g.CurrentWindow.
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontDpiScale * FontWindowScaleParents; }
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
};
@@ -2817,7 +2866,8 @@ enum ImGuiTabItemFlagsPrivate_
ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading
ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
};
// Storage for one active tab item (sizeof() 48 bytes)
@@ -2992,7 +3042,7 @@ struct IMGUI_API ImGuiTable
{
ImGuiID ID;
ImGuiTableFlags Flags;
void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[]
ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
@@ -3006,7 +3056,7 @@ struct IMGUI_API ImGuiTable
int ColumnsCount; // Number of columns declared in BeginTable()
int CurrentRow;
int CurrentColumn;
ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced.
ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
float RowPosY1;
float RowPosY2;
@@ -3038,7 +3088,7 @@ struct IMGUI_API ImGuiTable
float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is "
ImRect WorkRect;
ImRect InnerClipRect;
ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
@@ -3082,6 +3132,7 @@ struct IMGUI_API ImGuiTable
ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.
ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;
ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable().
bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
bool IsInitializing;
@@ -3134,7 +3185,7 @@ struct IMGUI_API ImGuiTableTempData
ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
};
// sizeof() ~ 12
// sizeof() ~ 16
struct ImGuiTableColumnSettings
{
float WidthOrWeight;
@@ -3143,7 +3194,7 @@ struct ImGuiTableColumnSettings
ImGuiTableColumnIdx DisplayOrder;
ImGuiTableColumnIdx SortOrder;
ImU8 SortDirection : 2;
ImU8 IsEnabled : 1; // "Visible" in ini file
ImS8 IsEnabled : 2; // "Visible" in ini file
ImU8 IsStretch : 1;
ImGuiTableColumnSettings()
@@ -3153,7 +3204,7 @@ struct ImGuiTableColumnSettings
Index = -1;
DisplayOrder = SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
IsEnabled = 1;
IsEnabled = -1;
IsStretch = 0;
}
};
@@ -3184,7 +3235,8 @@ namespace ImGui
// If this ever crashes because g.CurrentWindow is NULL, it means that either:
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx);
IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx);
IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx);
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
@@ -3223,6 +3275,7 @@ namespace ImGui
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
IMGUI_API void PushPasswordFont();
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
@@ -3308,14 +3361,14 @@ namespace ImGui
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);
IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Parameter stacks (shared)
IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
IMGUI_API void BeginDisabledOverrideReenable();
IMGUI_API void EndDisabledOverrideReenable();
@@ -3330,6 +3383,7 @@ namespace ImGui
// Popups, Modals
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags);
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
@@ -3646,6 +3700,7 @@ namespace ImGui
IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
@@ -3683,7 +3738,7 @@ namespace ImGui
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
@@ -3693,7 +3748,7 @@ namespace ImGui
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
IMGUI_API void Scrollbar(ImGuiAxis axis);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
@@ -3739,6 +3794,7 @@ namespace ImGui
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.
// Color
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
@@ -3825,7 +3881,8 @@ namespace ImGui
// [SECTION] ImFontAtlas internal API
//-----------------------------------------------------------------------------
// This structure is likely to evolve as we add support for incremental atlas updates
// This structure is likely to evolve as we add support for incremental atlas updates.
// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public.
struct ImFontBuilderIO
{
bool (*FontBuilder_Build)(ImFontAtlas* atlas);
@@ -3835,15 +3892,18 @@ struct ImFontBuilderIO
#ifdef IMGUI_ENABLE_STB_TRUETYPE
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
#endif
IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
IMGUI_API void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v);
IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
//-----------------------------------------------------------------------------
// [SECTION] Test Engine specific hooks (imgui_test_engine)

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.5
// dear imgui, v1.91.9
// (tables and columns code)
/*
@@ -221,6 +221,7 @@ Index of this file:
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
@@ -230,9 +231,14 @@ Index of this file:
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wstrict-overflow"
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
@@ -336,6 +342,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
{
ItemSize(outer_rect);
ItemAdd(outer_rect, id);
g.NextWindowData.ClearFlags();
return false;
}
@@ -370,6 +377,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->ColumnsCount = columns_count;
table->IsLayoutLocked = false;
table->InnerWidth = inner_width;
table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent;
temp_data->UserOuterSize = outer_size;
// Instance data (for instance 0, TableID == TableInstanceID)
@@ -410,11 +418,15 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Reset scroll if we are reactivating it
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0)
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);
ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None;
ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None;
if (flags & ImGuiTableFlags_ScrollX)
child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar;
BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags);
table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect();
@@ -567,6 +579,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Initialize
table->SettingsOffset = -1;
table->IsSortSpecsDirty = true;
table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934)
table->InstanceInteracted = -1;
table->ContextPopupColumn = -1;
table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
@@ -966,7 +979,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect;
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920)
const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
@@ -1045,7 +1058,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
// Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer);
if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
{
@@ -1332,7 +1346,11 @@ void ImGui::EndTable()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!");
return;
}
// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
// cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
@@ -1374,7 +1392,7 @@ void ImGui::EndTable()
// Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
// but since the later is likely to be impossible to do we'd rather update both axises together.
// but since the later is likely to be impossible to do we'd rather update both axes together.
if (table->Flags & ImGuiTableFlags_ScrollX)
{
const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
@@ -1484,7 +1502,7 @@ void ImGui::EndTable()
if (inner_window != outer_window)
{
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently.
g.CurrentTable = NULL; // To avoid error recovery recursing
EndChild();
g.CurrentTable = table;
@@ -1549,14 +1567,43 @@ void ImGui::EndTable()
NavUpdateCurrentWindowIsScrollPushableX();
}
// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings.
// 'init_mask' specify which fields to initialize.
static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask)
{
ImGuiTableColumnFlags flags = column->Flags;
if (init_mask & ImGuiTableFlags_Resizable)
{
float init_width_or_weight = column->InitStretchWeightOrWidth;
column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f;
if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified
column->AutoFitQueue = 0x00;
}
if (init_mask & ImGuiTableFlags_Reorderable)
column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column);
if (init_mask & ImGuiTableFlags_Hideable)
column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1;
if (init_mask & ImGuiTableFlags_Sortable)
{
// Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1;
column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None;
}
}
// See "COLUMNS SIZING POLICIES" comments at the top of this file
// If (init_width_or_weight <= 0.0f) it is ignored
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
if (table->DeclColumnsCount >= table->ColumnsCount)
{
@@ -1573,7 +1620,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
// When passing a width automatically enforce WidthFixed policy
// (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
// (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable)
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
flags |= ImGuiTableColumnFlags_WidthFixed;
@@ -1591,27 +1638,10 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
column->InitStretchWeightOrWidth = init_width_or_weight;
if (table->IsInitializing)
{
// Init width or weight
if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
{
if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
column->WidthRequest = init_width_or_weight;
if (flags & ImGuiTableColumnFlags_WidthStretch)
column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
// Disable auto-fit if an explicit width/weight has been specified
if (init_width_or_weight > 0.0f)
column->AutoFitQueue = 0x00;
}
// Init default visibility/sort state
if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
{
column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
}
ImGuiTableFlags init_flags = ~0;
if (column->WidthRequest >= 0.0f || column->StretchWeight >= 0.0f)
init_flags &= ~ImGuiTableFlags_Resizable;
TableInitColumnDefaults(table, column, init_flags);
}
// Store name (append with zero-terminator in contiguous buffer)
@@ -1620,7 +1650,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
if (label != NULL && label[0] != 0)
{
column->NameOffset = (ImS16)table->ColumnsNames.size();
table->ColumnsNames.append(label, label + strlen(label) + 1);
table->ColumnsNames.append(label, label + ImStrlen(label) + 1);
}
}
@@ -1629,7 +1659,11 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
@@ -1706,9 +1740,11 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL);
if (!table)
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
if (column_n < 0)
column_n = table->CurrentColumn;
@@ -2013,7 +2049,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
if (unfreeze_rows_request)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
table->Columns[column_n].NavLayerCurrent = table->NavLayer;
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
@@ -2080,7 +2116,11 @@ bool ImGui::TableSetColumnIndex(int column_n)
{
if (table->CurrentColumn != -1)
TableEndCell(table);
IM_ASSERT(column_n >= 0 && table->ColumnsCount);
if ((column_n >= 0 && column_n < table->ColumnsCount) == false)
{
IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!");
return false;
}
TableBeginCell(table, column_n);
}
@@ -3029,7 +3069,11 @@ void ImGui::TableHeadersRow()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
// 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.
@@ -3074,7 +3118,12 @@ void ImGui::TableHeader(const char* label)
return;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
IM_ASSERT(table->CurrentColumn != -1);
const int column_n = table->CurrentColumn;
ImGuiTableColumn* column = &table->Columns[column_n];
@@ -3249,7 +3298,11 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
ImGuiTable* table = g.CurrentTable;
ImGuiWindow* window = g.CurrentWindow;
ImDrawList* draw_list = window->DrawList;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
if (table == NULL)
{
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
return;
}
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
if (max_label_width == 0.0f)
@@ -3294,7 +3347,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
// Draw background and labels in first pass, then all borders.
float max_x = 0.0f;
float max_x = -FLT_MAX;
for (int pass = 0; pass < 2; pass++)
for (int order_n = 0; order_n < data_count; order_n++)
{
@@ -3680,6 +3733,14 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
table->SettingsLoadedFlags = settings->SaveFlags;
table->RefScale = settings->RefScale;
// Initialize default columns settings
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
TableInitColumnDefaults(table, column, ~0);
column->AutoFitQueue = 0x00;
}
// Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
ImU64 display_order_mask = 0;
@@ -3696,14 +3757,12 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
column->StretchWeight = column_settings->WidthOrWeight;
else
column->WidthRequest = column_settings->WidthOrWeight;
column->AutoFitQueue = 0x00;
}
if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
column->DisplayOrder = column_settings->DisplayOrder;
else
column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
display_order_mask |= (ImU64)1 << column->DisplayOrder;
column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1)
column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1;
column->SortOrder = column_settings->SortOrder;
column->SortDirection = column_settings->SortDirection;
}
@@ -3799,8 +3858,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
if (!save_size && !save_visible && !save_order && !save_sort)
continue;
// We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings".
buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);

File diff suppressed because it is too large Load Diff

View File

@@ -8,6 +8,7 @@
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_stdlib.h"
// Clang warnings with -Weverything
@@ -83,3 +84,5 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string*
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@@ -9,6 +9,8 @@
#pragma once
#ifndef IMGUI_DISABLE
#include <string>
namespace ImGui
@@ -19,3 +21,5 @@ namespace ImGui
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
}
#endif // #ifndef IMGUI_DISABLE

View File

@@ -2,10 +2,11 @@
// (binary_to_compressed_c.cpp)
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
// The data is first compressed with stb_compress() to reduce source code size,
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// Note that even with compression, the output array is likely to be bigger than the binary file..
// The data is first compressed with stb_compress() to reduce source code size.
// Then stored in a C array:
// - Base85: ~5 bytes of source code for 4 bytes of input data. 5 bytes stored in binary (suggested by @mmalex).
// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependant, need swapping on big-endian CPU.
// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependant.
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
// Build with, e.g:
@@ -15,10 +16,12 @@
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
// Usage:
// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>
// binary_to_compressed_c.exe [-nocompress] [-nostatic] [-base85] <inputfile> <symbolname>
// Usage example:
// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
// Note:
// Base85 encoding will be obsoleted by future version of Dear ImGui!
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
@@ -31,23 +34,36 @@ typedef unsigned int stb_uint;
typedef unsigned char stb_uchar;
stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len);
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static);
enum SourceEncoding
{
SourceEncoding_U8, // New default since 2024/11
SourceEncoding_U32,
SourceEncoding_Base85,
};
static bool binary_to_compressed_c(const char* filename, const char* symbol, SourceEncoding source_encoding, bool use_compression, bool use_static);
int main(int argc, char** argv)
{
if (argc < 3)
{
printf("Syntax: %s [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n", argv[0]);
printf("Syntax: %s [-u8|-u32|-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n", argv[0]);
printf("Source encoding types:\n");
printf(" -u8 = ~12 bytes of source per 4 bytes of data. 4 bytes in binary.\n");
printf(" -u32 = ~11 bytes of source per 4 bytes of data. 4 bytes in binary. Need endianness swapping on big-endian.\n");
printf(" -base85 = ~5 bytes of source per 4 bytes of data. 5 bytes in binary. Need decoder.\n");
return 0;
}
int argn = 1;
bool use_base85_encoding = false;
bool use_compression = true;
bool use_static = true;
SourceEncoding source_encoding = SourceEncoding_U8; // New default
while (argn < (argc - 2) && argv[argn][0] == '-')
{
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
if (strcmp(argv[argn], "-u8") == 0) { source_encoding = SourceEncoding_U8; argn++; }
else if (strcmp(argv[argn], "-u32") == 0) { source_encoding = SourceEncoding_U32; argn++; }
else if (strcmp(argv[argn], "-base85") == 0) { source_encoding = SourceEncoding_Base85; argn++; }
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; }
else
@@ -57,7 +73,7 @@ int main(int argc, char** argv)
}
}
bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static);
bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], source_encoding, use_compression, use_static);
if (!ret)
fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
return ret ? 0 : 1;
@@ -69,7 +85,7 @@ char Encode85Byte(unsigned int x)
return (char)((x >= '\\') ? x + 1 : x);
}
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static)
bool binary_to_compressed_c(const char* filename, const char* symbol, SourceEncoding source_encoding, bool use_compression, bool use_static)
{
// Read file
FILE* f = fopen(filename, "rb");
@@ -91,11 +107,11 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
// Output as Base85 encoded
FILE* out = stdout;
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
const char* static_str = use_static ? "static " : "";
const char* compressed_str = use_compression ? "compressed_" : "";
if (use_base85_encoding)
if (source_encoding == SourceEncoding_Base85)
{
fprintf(out, "// Exported using binary_to_compressed_c.exe -base85 \"%s\" %s\n", filename, symbol);
fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5);
char prev_c = 0;
for (int src_i = 0; src_i < compressed_sz; src_i += 4)
@@ -113,15 +129,35 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
}
fprintf(out, "\";\n\n");
}
else
else if (source_encoding == SourceEncoding_U8)
{
// As individual bytes, not subject to endianness issues.
fprintf(out, "// Exported using binary_to_compressed_c.exe -u8 \"%s\" %s\n", filename, symbol);
fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz);
fprintf(out, "%sconst unsigned char %s_%sdata[%d] =\n{", static_str, symbol, compressed_str, (int)compressed_sz);
int column = 0;
for (int i = 0; i < compressed_sz; i++)
{
unsigned char d = *(unsigned char*)(compressed + i);
if (column == 0)
fprintf(out, "\n ");
column += fprintf(out, "%d,", d);
if (column >= 180)
column = 0;
}
fprintf(out, "\n};\n\n");
}
else if (source_encoding == SourceEncoding_U32)
{
// As integers
fprintf(out, "// Exported using binary_to_compressed_c.exe -u32 \"%s\" %s\n", filename, symbol);
fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz);
fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
unsigned int d = *(unsigned int*)(compressed + i);
if ((column++ % 12) == 0)
if ((column++ % 14) == 0)
fprintf(out, "\n 0x%08x, ", d);
else
fprintf(out, "0x%08x, ", d);

View File

@@ -38,7 +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
- 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
@@ -48,15 +48,7 @@ Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
#### 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
- Get latest plutosvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install plutosvg --triplet=x64-windows`. Alternatively, if you build imgui from vcpkg, you just need to enable the plutosvg feature: `vcpkg install imgui[plutosvg] --triplet=x64-windows`
- If you prefer to build plutosvg manually:
- Compilation hints for plutovg: Compile all source files in `plutovg/source/*.c` + Add include directory: `plutovg/include` + `plutovg/stb`
- Compilation hints for plutosvg: Compile `plutosvg/source/plutosvg.c` + Add include directory: `plutosvg/source` + Add define: `PLUTOSVG_HAS_FREETYPE` + Link with: plutovg, freetype

View File

@@ -10,7 +10,7 @@
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns nullptr.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
@@ -33,7 +33,7 @@
// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking).
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
// FIXME: cfg.OversampleH, OversampleV are not supported, but generally not necessary with this rasterizer because Hinting makes everything look better.
#include "imgui.h"
#ifndef IMGUI_DISABLE
@@ -104,6 +104,9 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_
// Code
//-------------------------------------------------------------------------
#define FT_CEIL(X) (((X + 63) & -64) / 64) // From SDL_ttf: Handy routines for converting from fixed point
#define FT_SCALEFACTOR 64.0f
namespace
{
// Glyph metrics:
@@ -163,12 +166,13 @@ namespace
// NB: No ctor/dtor, explicitly call Init()/Shutdown()
struct FreeTypeFont
{
bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
bool InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
void CloseFont();
void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);
const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);
void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr);
FreeTypeFont() { memset((void*)this, 0, sizeof(*this)); }
~FreeTypeFont() { CloseFont(); }
// [Internals]
@@ -181,12 +185,9 @@ namespace
float InvRasterizationDensity;
};
// From SDL_ttf: Handy routines for converting from fixed point
#define FT_CEIL(X) (((X + 63) & -64) / 64)
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags)
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_font_builder_flags)
{
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)src.FontData, (uint32_t)src.FontDataSize, (uint32_t)src.FontNo, &Face);
if (error != 0)
return false;
error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);
@@ -194,7 +195,7 @@ namespace
return false;
// Convert to FreeType flags (NB: Bold and Oblique are processed separately)
UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags;
UserFlags = src.FontBuilderFlags | extra_font_builder_flags;
LoadFlags = 0;
if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0)
@@ -221,11 +222,11 @@ namespace
if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
LoadFlags |= FT_LOAD_COLOR;
RasterizationDensity = cfg.RasterizerDensity;
RasterizationDensity = src.RasterizerDensity;
InvRasterizationDensity = 1.0f / RasterizationDensity;
memset(&Info, 0, sizeof(Info));
SetPixelHeight((uint32_t)cfg.SizePixels);
SetPixelHeight((uint32_t)src.SizePixels);
return true;
}
@@ -268,11 +269,11 @@ namespace
if (glyph_index == 0)
return nullptr;
// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
// - https://github.com/ocornut/imgui/issues/4567
// - https://github.com/ocornut/imgui/issues/4566
// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
// - https://github.com/ocornut/imgui/issues/4567
// - https://github.com/ocornut/imgui/issues/4566
// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
if (error)
return nullptr;
@@ -315,7 +316,7 @@ namespace
out_glyph_info->Height = (int)ft_bitmap->rows;
out_glyph_info->OffsetX = Face->glyph->bitmap_left;
out_glyph_info->OffsetY = -Face->glyph->bitmap_top;
out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);
out_glyph_info->AdvanceX = (float)slot->advance.x / FT_SCALEFACTOR;
out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA);
return ft_bitmap;
@@ -442,7 +443,7 @@ struct ImFontBuildDstDataFT
bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
IM_ASSERT(atlas->Sources.Size > 0);
ImFontAtlasBuildInit(atlas);
@@ -457,36 +458,36 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
bool src_load_color = false;
ImVector<ImFontBuildSrcDataFT> src_tmp_array;
ImVector<ImFontBuildDstDataFT> dst_tmp_array;
src_tmp_array.resize(atlas->ConfigData.Size);
src_tmp_array.resize(atlas->Sources.Size);
dst_tmp_array.resize(atlas->Fonts.Size);
memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
// 1. Initialize font loading structure, check font data validity
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
for (int src_i = 0; src_i < atlas->Sources.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontConfig& src = atlas->Sources[src_i];
FreeTypeFont& font_face = src_tmp.Font;
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas));
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
// Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
src_tmp.DstIndex = -1;
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
if (src.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array?
if (src_tmp.DstIndex == -1)
return false;
// Load font
if (!font_face.InitFont(ft_library, cfg, extra_flags))
if (!font_face.InitFont(ft_library, src, extra_flags))
return false;
// Measure highest codepoints
src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0;
src_load_color |= (src.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0;
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault();
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
@@ -572,10 +573,11 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
// 8. Render/rasterize font characters into the texture
int total_surface = 0;
int buf_rects_out_n = 0;
const int pack_padding = atlas->TexGlyphPadding;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontConfig& src = atlas->Sources[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
@@ -583,13 +585,12 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
buf_rects_out_n += src_tmp.GlyphsCount;
// Compute multiply table if requested
const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
const bool multiply_enabled = (src.RasterizerMultiply != 1.0f);
unsigned char multiply_table[256];
if (multiply_enabled)
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply);
// Gather the sizes of all rectangles we will need to pack
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
@@ -617,11 +618,13 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
buf_bitmap_current_used_bytes += bitmap_size_in_bytes;
src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + pack_padding);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + pack_padding);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
for (int i = 0; i < atlas->CustomRects.Size; i++)
total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding);
// We need a width for the skyline algorithm, any width!
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
@@ -684,18 +687,18 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
// When merging fonts with MergeMode=true:
// - We can have multiple input fonts writing into a same destination font.
// - dst_font->ConfigData is != from cfg which is our source configuration.
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont;
// - dst_font->Sources is != from src which is our source configuration.
ImFontConfig& src = atlas->Sources[src_i];
ImFont* dst_font = src.DstFont;
const float ascent = src_tmp.Font.Info.Ascender;
const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent);
if (src_tmp.GlyphsCount == 0)
continue;
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const float font_off_x = src.GlyphOffset.x;
const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
@@ -721,7 +724,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
float v0 = (ty) / (float)atlas->TexHeight;
float u1 = (tx + info.Width) / (float)atlas->TexWidth;
float v1 = (ty + info.Height) / (float)atlas->TexHeight;
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
dst_font->AddGlyph(&src, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();
IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);