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1722 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
d0d571e0d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_internal.h
2025-01-13 14:30:57 +01:00
ocornut
2f91176011 Merge branch 'master' into docking 2025-01-09 17:08:31 +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
Arash Partow
63649e0359 Avoid clang/gcc warnings: -Wnontrivial-memaccess. (#8295) 2025-01-08 11:40:59 +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
eb642a9535 InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
Broken by 32f1140
2024-12-22 17:54:46 +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
edef72d497 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-12-18 17:02:08 +01:00
ocornut
947aa9c972 Merge branch 'master' into docking 2024-12-11 15:08:31 +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
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
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
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
d66f4e5890 Asserting for invalid DpIScale values. (#8156) 2024-11-18 17:30:29 +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
368123ab06 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui_draw.cpp
2024-11-07 19:58:23 +01:00
ocornut
d9f829dd71 Log/Capture: amend 772ca9e for docking. 2024-11-06 18:02:46 +01:00
ocornut
83660e37e3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glut.cpp
#	backends/imgui_impl_glut.h
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_demo.cpp
2024-11-06 17:58:35 +01:00
ocornut
fe2fa2d08e Comments (#8127) + Fixed warning (#8130) 2024-11-06 15:18:17 +01:00
ocornut
c347d6944b Backends: GLFW: Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
Initially suggested by rokups. Rewrote for recent backends with a few tweaks to accomodate for variable WM unfocus timing.
2024-11-05 11:26:38 +01:00
ocornut
a63220e3e0 Docking: fixed using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport(). (#8125) 2024-11-04 11:52:56 +01:00
ocornut
ee1deccc08 Backends: Win32 + Viewports: remove current context change from ImGui_ImplWin32_WndProcHandler_PlatformWindow().
Amend fedf45c + cba656a. Amend 416cfdb9.
2024-10-28 17:41:56 +01:00
ocornut
9d6ec825cb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2024-10-28 17:27:38 +01:00
ocornut
fedf45c77e Backends: Win32 + Viewports: tweak ImGui_ImplWin32_WndProcHandler_PlatformWindow() to be easier to rework in a parallal friendly way. (#8069) 2024-10-28 17:11:37 +01:00
ocornut
646df39003 Examples: added SDL3+Vulkan example - enable multi-viewports. (#8084, #8085) 2024-10-24 18:18:42 +02:00
ocornut
942b64abfc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-10-24 18:15:51 +02:00
Ronan Cailleau
943e26b16b Backends: SDL3: secondary viewports SDL_WindowFlags only inherit SDL_WINDOW_HIGH_PIXEL_DENSITY from the main window. (#8098, #2306)
Amend a526ff8c (#6146)
2024-10-24 17:14:10 +02:00
ocornut
c71e4e8c7c Merge branch 'master' into docking 2024-10-18 22:04:08 +02:00
ocornut
4e2126ee44 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_widgets.cpp
2024-10-18 18:59:27 +02:00
ocornut
b0185efd24 Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
Regression in 1.91.3 commit 5109a77.
2024-10-14 19:36:50 +02:00
ocornut
514a97a9b7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdlrenderer2.cpp
#	backends/imgui_impl_sdlrenderer2.h
#	backends/imgui_impl_sdlrenderer3.cpp
#	backends/imgui_impl_sdlrenderer3.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_demo.cpp
2024-10-14 19:23:23 +02:00
ocornut
fcdd58757a Backends: comments. 2024-10-14 19:13:04 +02:00
ocornut
22503bfe75 Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable after initialization. (#5371) 2024-10-08 20:47:24 +02:00
ocornut
fa9277d12d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
#	imgui.h
2024-10-07 22:05:57 +02:00
ocornut
b4c96355c9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-04 15:43:05 +02:00
ocornut
3293ef8bbc Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports. (#7979, #5725) 2024-10-03 12:04:54 +02:00
ocornut
02b9797696 Backends: SDL3: fixes use of now removed SDL_bool. 2024-10-03 11:56:14 +02:00
ocornut
e80498f5e7 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-10-03 11:33:26 +02:00
ocornut
793773209b Comments. Fixed warnings. 2024-09-27 19:37:48 +02:00
ocornut
d1ea03b872 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2024-09-27 19:03:25 +02:00
ocornut
aa81272900 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2024-09-24 20:31:26 +02:00
ocornut
d7cedd648b Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008) 2024-09-23 14:03:36 +02:00
ocornut
10fe2b674a Merge branch 'master' into docking 2024-09-20 18:43:48 +02:00
ocornut
bc77cccd31 Merge branch 'master' into docking 2024-09-19 14:52:43 +02:00
ocornut
42272505c9 Backends: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) 2024-09-19 14:25:01 +02:00
ocornut
ae8688974b Merge branch 'master' into docking 2024-09-17 21:08:03 +02:00
RT2
1ab1e3c656 Backends: SDL3: rework implementation of ImGuiViewportFlags_NoTaskBarIcon. (#7989) 2024-09-17 16:07:42 +02:00
ocornut
8ba7efb738 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 2024-09-16 17:23:33 +02:00
ocornut
44a74509af Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() on windows created by application (typically main viewport). 2024-09-16 13:56:25 +02:00
ocornut
8040c02b32 Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (#7985)
Amend 967073ba3
2024-09-16 12:05:25 +02:00
ocornut
8326dabe5e Merge branch 'master' into docking 2024-09-12 23:19:26 +02:00
RT2
484764860d Backends: SDL3: added support for viewport->ParentViewportId field to support parenting windows at OS level. (#7973) 2024-09-12 19:35:31 +02:00
ocornut
68aa9a86ec Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
2024-09-10 16:29:14 +02:00
ocornut
7694e89e89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-09-09 16:54:40 +02:00
ocornut
f63c95a076 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-09-04 16:58:44 +02:00
ocornut
6d70c2dc73 Viewports: fixed misuse of inset_max.y, which typically would have broken using BeginViewportSideBar() with ImGuiDir_Down, regression from 1.91.0. (#7940, #7823)
Amend cfd23957f
2024-09-03 20:02:04 +02:00
ocornut
6af9ac29ec Backends: SDL3: following SDL3 reverting their change, result of SDL_GetDisplays() must be freed. (#7809)
Reverts 271910e
2024-09-03 19:13:45 +02:00
ocornut
226e0d579d Fixed duplicate declaration of GetPlatformIO() in header. (#7917) 2024-08-25 15:07:36 +02:00
ocornut
8c4dceba08 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 2024-08-23 19:40:47 +02:00
ocornut
4fc187dc60 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-08-23 19:19:22 +02:00
ocornut
947961b7b4 Fixed Clang17 C++26 warning. (#7383)
Unable to repro locally for now.
2024-08-23 15:51:05 +02:00
ocornut
8b37da74db Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 2024-08-22 20:28:30 +02:00
ocornut
fed4841bd4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-08-22 20:26:59 +02:00
ocornut
ea01c63e36 Backends: SDL2, SDL3: amend filtering logic for it to work with multi-viewports. (#7853) 2024-08-19 14:46:53 +02:00
ocornut
24b077c7f8 Merge branch 'master' into docking (multi-viewport broken until next commit)
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
2024-08-19 14:44:35 +02:00
ocornut
65840c19c4 Backends: SDL2, SDL3, Win32: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902)
I am not too confident on this but I believe pushing this is the fastest way we will get feedback.
2024-08-19 12:19:06 +02:00
RT2
fa65dcf24c Backends: SDL2, SDL3: Replace Win32 hack with SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN hint. (#7896) 2024-08-19 12:15:29 +02:00
Nicolas Noble
fbafc33376 Backends: GLFW: don't submit monitor with 0 DpiScale (e.g. accessibility virtual monitor?). to prevent assert. (#7902) 2024-08-19 11:51:53 +02:00
ocornut
7b6314f47d Viewports: don't call platform_io.Platform_GetWindowWorkAreaInsets() before window creation. (#7823)
Amend a18f020
2024-08-07 16:55:56 +02:00
ocornut
a18f020072 Viewports: added platform_io.Platform_GetWindowWorkAreaInsets() hook. (#7823) 2024-08-01 19:10:22 +02:00
ocornut
d8c98c8c14 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-08-01 19:07:53 +02:00
ocornut
cfd23957fb Viewports: rework viewport's WorkOffset (positive top-left, negative top-right0 into WorkInset (positive everywhere). (#7823) 2024-08-01 19:04:46 +02:00
ocornut
139e99ca37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2024-07-30 16:57:42 +02:00
ocornut
6df1a06fc3 Merge branch 'master' into docking 2024-07-29 23:18:54 +02:00
ocornut
e212511047 Backends: Vulkan: ImGui_ImplVulkan_SwapBuffers() still proceeds increasing counts on VK_SUBOPTIMAL_KHR. (#7825, #3881)
Amend 085cff2f
2024-07-29 15:48:54 +02:00
ocornut
5c9825c16d Viewports: update fallback monitor to primary monitor if there's one.
Amend 4b9bc490.
+ metrics: display fallback monitor.
2024-07-29 12:28:42 +02:00
ocornut
3552df562e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2024-07-25 16:41:56 +02:00
chenqiudu
aa0f6b37bd Backends: OSX: fixed NSAppKitVersion version limit for setWantsBestResolutionOpenGLSurface usage. (#7814) 2024-07-23 15:20:38 +02:00
ocornut
271910e349 Backends: SDL3: Update for API changes: SDL_GetDisplays() memory ownership change. (#7809) 2024-07-22 19:43:59 +02:00
ocornut
3fab2bb7be Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2024-07-22 19:41:39 +02:00
ocornut
02cc7d451c Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2024-07-19 18:49:25 +02:00
ocornut
fd77815f9f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2024-07-18 18:22:26 +02:00
ocornut
0e485a2109 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2024-07-18 17:56:27 +02:00
ocornut
5ea96c15cd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_win32.cpp
2024-07-15 11:21:18 +02:00
ocornut
527b2c45af Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
2024-07-02 19:05:36 +02:00
ocornut
3f61da7e8b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-07-02 17:48:38 +02:00
ocornut
3369cbd277 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
2024-07-01 17:10:12 +02:00
ocornut
3fec562da1 Merged GetBackgroundDrawList()/GetForegroundDrawList() and GetBackgroundDrawList(ImGuiViewport* viewport)/GetForegroundDrawList(ImGuiViewport* viewport) api entry points. 2024-06-28 16:16:51 +02:00
ocornut
138d9d0c21 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
2024-06-28 16:03:49 +02:00
ocornut
a028c2df2a Windows, Menus: Fixed an issue where the size of sub-menu in their own viewport would be erroneously clamped to the size of main viewport. (#7730)
Amend #7287, #7063
2024-06-27 16:05:25 +02:00
ocornut
10a5a857f5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.h
2024-06-26 14:54:01 +02:00
ocornut
7237d3e5c3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2024-06-21 16:18:22 -07:00
ocornut
66ed89b0ca Docking: mark window payload as not cross-context. 2024-06-20 17:48:54 -07:00
ocornut
e863f89d39 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-06-20 17:47:22 -07:00
ocornut
416cfdb99d Backends: Win32: Secondary viewports WndProc handler retrieve/set imgui context from the HWND.
Allowing WndProc dispatch to work in multi-context setups.
2024-06-20 17:44:19 -07:00
ocornut
3acb869a95 Backends: Win32: avoid skipping DefWindowProc() on WM_CLOSE.
Mostly because I don't have a trace of why I did it this way, even in viewport branch history.
2024-06-20 17:42:46 -07:00
ocornut
2ebb4e931d TabBar, Style, Docking: amend 21bda2e for docking branch. 2024-06-18 17:47:22 -07:00
ocornut
3e7f1d42db Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2024-06-18 17:45:17 -07:00
bcsanches
64a82d73c9 Backends: SDL3: Update for introduction of SDL_GLContext from void*. (#7701, #7702) 2024-06-18 09:45:24 -07:00
ocornut
6d948ab47e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-06-06 17:52:55 +02:00
ocornut
fdc084f532 Merge branch 'master' into docking 2024-06-03 19:08:37 +02:00
ocornut
222dd775fc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2024-05-28 17:11:57 +02:00
ocornut
2db79d0868 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-05-27 15:47:30 +02:00
ocornut
975beafafd Merge branch 'master' into docking 2024-05-24 17:23:58 +02:00
ocornut
fee0210592 Merge branch 'master' into docking 2024-05-24 16:09:29 +02:00
ocornut
5ecef2f321 Merge branch 'master' into docking
# Conflicts:
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	imgui.cpp
2024-05-23 17:25:02 +02:00
ocornut
36ffdd69d3 Merge remote-tracking branch 'origin/master' into docking 2024-05-21 19:01:06 +02:00
ocornut
9ebab255d2 Docking: *BREAKING* changed signature of DockSpaceOverViewport() to allow passing an explicit dockspace id if desired. (#7611) 2024-05-21 19:00:25 +02:00
ocornut
b39fc84f89 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-05-16 19:57:04 +02:00
ocornut
15d8d41f86 Examples: add missing ImGuiConfigFlags_DockingEnable flag in some examples. 2024-05-14 19:01:18 +02:00
ocornut
eabe98f6d5 Merge branch 'master' into docking (incl merge moved CurrentDpiScale field)
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2024-05-14 16:29:06 +02:00
ocornut
e391fe2e66 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2024-05-08 16:17:32 +02:00
Rory O'Connell
8b2c6dd42f Backends: Vulkan: reworked swap-chain resize handling for secondary viewports to work with typical Linux setups. (#2626, #3390, #3758, #7508, #7513) 2024-05-07 16:14:15 +02:00
cfillion
f5d185238c Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window is located on a monitor with negative coordinates. (#6861, #2884) 2024-05-03 17:44:33 +02:00
ocornut
2f2d5070f5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2024-05-03 16:30:09 +02:00
Sandro Cavazzoni
ebb8d78102 Backends: Vulkan: Create a custom pipeline for secondary viewports. (#6325, #6305, #7398, #3459, #3253, #3522)
Edited from original commit: moved ImGui_ImplVulkan_CreatePipeline() call from ImGui_ImplVulkanH_CreateOrResizeWindow() to ImGui_ImplVulkan_CreateWindow().
2024-04-30 15:37:36 +02:00
ocornut
49e70e60a2 Backends: Vulkan: Stripped misleading leftover of ImGui_ImplVulkanH_Window::Pipeline (#6325, #6305, #7398, #3459, #3253, #3522)
As this is currently unused and misleading. Next commit will add a separate pipeline for secondary viewport.
2024-04-30 15:37:36 +02:00
ocornut
9d6818d0ce Docking: comments, clairfy why we store style override on dragged windows. Clarify why we don't need to store alpha. (#7535, #2771)
Amend ebbb98d51
2024-04-30 14:10:11 +02:00
ocornut
5717f0a33e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
2024-04-30 10:42:46 +02:00
ocornut
b555984a94 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2024-04-18 21:18:18 +02:00
ocornut
4cb0fe3c7d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	docs/CHANGELOG.txt
#	imgui_internal.h
2024-04-16 14:24:13 +02:00
ocornut
c1743eef48 Docking: when io.ConfigDockingWithShift is enabled, fixed help tooltip erroneously reading SetNextWindowXXX() data. (#6709, #4643, #7491) 2024-04-15 11:43:16 +02:00
ocornut
1db579d458 Merge branch 'master' into docking 2024-04-11 16:21:56 +02:00
ocornut
085781f5ca Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-03-18 22:52:40 -07:00
ocornut
adcc3217c3 Revert "Docking: Fix C++26 zealous warnings (#7383, #7089)" + Disable warnings
This reverts commit 9d9ca37a84.
2024-03-11 15:07:05 +01:00
ocornut
9d9ca37a84 Docking: Fix C++26 zealous warnings (#7383, #7089) 2024-03-11 14:41:02 +01:00
ocornut
fd75685fb0 Merge branch 'master' into docking 2024-03-05 18:12:11 +01:00
ocornut
77dff5a735 Backends: comments. 2024-02-28 11:06:40 +01:00
ocornut
4e8c43f6b7 Backends: Win32: made it so that an appearing viewport showing up doesn't bring its parent viewport to front. (#7354) 2024-02-27 20:02:26 +01:00
ocornut
1a487165b1 Merge branch 'master' into docking 2024-02-27 18:44:51 +01:00
ocornut
c6aa051629 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-02-22 20:01:46 +01:00
ocornut
2b662b1ab9 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2024-02-20 15:33:20 +01:00
ocornut
8048b52498 Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x. (#7316) 2024-02-15 14:50:45 +01:00
ocornut
c66a1e7d51 Backends: Vulkan: ImGui_ImplVulkan_CreateWindow() amend merge to take account of PipelineRenderingCreateInfo change. (#7166, #6855, #5446, #5037) 2024-02-14 14:39:26 +01:00
ocornut
d79514c407 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2024-02-14 14:32:17 +01:00
ocornut
8490a262c4 Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. (amends) 2024-02-09 17:28:41 +01:00
ocornut
71bcf350bd Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2024-02-09 17:26:45 +01:00
ocornut
30ba3c347c Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071) 2024-02-09 15:43:25 +01:00
ocornut
59c8db69eb Demo: reorder Demo->Configuration section with docking/viewports section. 2024-02-09 15:27:35 +01:00
ocornut
82eeafc196 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
2024-02-07 22:10:33 +01:00
actboy168
54ef4092a9 Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled. (#7257) 2024-01-24 14:51:04 +01:00
ocornut
eb42e164dd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2024-01-22 19:01:25 +01:00
ocornut
01b99a974d Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2024-01-19 14:50:46 +01:00
ocornut
cab7edd135 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
2024-01-17 18:38:03 +01:00
ocornut
80c83a4277 Docking: added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to configure a dock node to automatically set ParentWindowForFocusRoute on its docked windows. (#6798, #2637, #456) 2024-01-16 14:30:43 +01:00
ocornut
cceff4684a Docking: added ImGuiWindowClass::FocusRouteParentWindowId as a public facing version of SetWindowParentWindowForFocusRoute() (#6798, #2637, #456) 2024-01-16 14:30:42 +01:00
ocornut
69b64e2b73 Internals: Docking: revert 32a3c61 in favor of user explicitely calling SetWindowParentWindowForFocusRoute(). (#6798)
The revert doesn't look the same as 32a3c61 as since then we are baking focus roue into NavFocusScopePath().
2024-01-16 11:50:00 +01:00
ocornut
a27f22f0e9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
#	imgui_internal.h
2024-01-16 11:43:36 +01:00
ocornut
32a3c61d00 Internals: Shortcut() follow docking chain (until we formalize a more general focus scope stack). (#456) 2024-01-11 19:48:31 +01:00
ocornut
2dc85e6e43 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2024-01-10 18:34:23 +01:00
ocornut
cf02023565 Internals, Inputs: Fix for ImGuiInputFlags_RepeatUntilXXX logic when #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
Amend 8323a06. Eager to get rid of legacy IMGUI_DISABLE_OBSOLETE_KEYIO stuff: technically it's been two years, may give it another one.
2024-01-09 23:05:53 +01:00
ocornut
ebcfcd8da3 Merge branch 'master' into docking 2024-01-09 22:39:06 +01:00
ocornut
8deb1007cd Backends: OSX: Fixed IME position in multi-monitor/multi-viewports setups. (#7028) 2024-01-09 22:36:01 +01:00
ocornut
a683033e49 Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-monitor setups. (#7028, #7101, #6009, #6432) 2024-01-09 22:21:57 +01:00
ocornut
e3d7cd665d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_vulkan.cpp
2024-01-03 18:33:44 +01:00
David Maas
2523c197bc Fixed title bar background alpha being used to render viewport-owned windows. (#7184, #7181) 2023-12-31 00:45:25 +01:00
Kai Wang
20e1caec85 Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE. (#7152, #7153) 2023-12-21 14:18:43 +01:00
ocornut
4aa81116a5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	imgui.cpp
2023-12-20 23:57:19 +01:00
ocornut
8add6bcb9f Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2023-12-14 17:21:15 +01:00
ocornut
96b5b1724b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui_internal.h
2023-12-05 12:20:16 +01:00
ocornut
f6253b87d0 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2023-11-28 14:39:46 +01:00
Marc Delorme
e07663d9a1 Docking: transform ImGuiContext* ctx = GImGui to ImGuiContext& g = *GImGui for consistency (#5856) 2023-11-28 14:18:52 +01:00
ocornut
ce0d0ac829 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2023-11-15 16:08:53 +01:00
Oliver Eriksson
6695006bea Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling UseDynamicRendering. (#6999, #5446, #5037) 2023-11-15 14:53:32 +01:00
ocornut
0941adc931 Backends: SDL3: Updates for recent API changes. (#7000) (w/ multi-viewports version)
# Conflicts:
#	backends/imgui_impl_sdl3.cpp
2023-11-13 16:24:50 +01:00
ocornut
9d950444a2 Backends: Vulkan: Fixes for VK_NO_PROTOTYPES (docking merge + reorder docking only bits)
Amend for 6e7b43b,79a9e2f
2023-11-10 15:40:41 +01:00
ocornut
450f1d7e7b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2023-11-10 14:56:10 +01:00
ocornut
37ea320b96 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2023-11-07 20:20:41 +01:00
ocornut
208b8242bc Docking: Settings: Fix for loss of settings caused by 9298e31 yesterday. (#6982) 2023-11-03 21:14:19 +01:00
ocornut
4cde40dbe1 Undid some of the changes done by c95fbb4 because they are not compatible with docking code.
(Will cherry-pick this from docking to master)
2023-11-02 18:06:38 +01:00
ocornut
9298e310b2 Merge branch 'master' into docking (note: won't build as-is, see next commit)
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-11-02 18:05:43 +01:00
Luca Lolli
04e9a2fac1 Backends: SDL3: rename SDL_EVENT_DISPLAY (#6974)
SDL3 display events have been renamed
2023-11-01 13:53:30 +01:00
ocornut
2a6d7b1eaa Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2023-10-18 19:45:19 +02:00
ocornut
51d1a72e9b Docking: Revised undocking logic to reduce accidental whole-node undocking:
Amend bb2aa5e77.
Revert to normal threshold in StartMouseMovingWindowOrNode().
Added tooltip when hovering the collapse/window menu button.
2023-10-16 15:56:46 +02:00
ocornut
4521dec85d Docking: Fixed DockNodeBeginAmendTabBar() asserting on first call since ef8ff1b 2023-10-16 15:13:44 +02:00
ocornut
83c4336828 Tables: fixed angled headers with frozen columns. 2023-10-12 19:48:29 +02:00
ocornut
f7fc186408 Merge branch 'master' into docking
+ 2 comments
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
2023-10-12 19:22:36 +02:00
ocornut
72ebd91567 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.h
2023-10-05 15:10:45 +02:00
ocornut
9064dbd404 Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424) 2023-10-02 15:28:22 +02:00
ocornut
d27b4ad366 Backends: GLFW: support for case where secondary viewport WndProc is not the same as main viewport one. (#6889) 2023-10-02 12:09:13 +02:00
ocornut
17bfafda55 Backends: GLFW: moved WndProc hook to bottom of file + rename a field. (#6889)
No functional change in this commit.
2023-10-02 12:09:08 +02:00
ocornut
ff534b0d0a Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would prevent further filter from running. (#6882) 2023-10-02 10:57:22 +02:00
ocornut
f8aed6499f Debug Tools: Rename ShowIdStackToolWindow() -> ShowIDStackToolWindow(). (#4631)
Squashed of 2 master commits.
2023-09-28 20:16:13 +02:00
ocornut
b7c250925f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-09-27 18:21:39 +02:00
ocornut
bb2fb74645 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2023-09-26 11:42:49 +02:00
ocornut
c418685315 Fixed window inner clipping rectangle off by one when window is located on a monitor with negative coordinates. (#6861, #2884) 2023-09-25 20:45:34 +02:00
ocornut
2c0007731f Docking: fixed calling DockContextCalcDropPosForDocking() with window in node without passing its node. 2023-09-20 17:27:55 +02:00
ocornut
61acb34e32 Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that don't carry the currently focused window. (#2304)
In TestSuite: see "docking_tab_focus_restore".
Remove old code ~ ed3c015f 8bac6d4 8cac70d8
+ Fix potential crash in IMGUI_DEBUG_LOG_DOCKING() path when using amended buttons.
2023-09-20 14:43:47 +02:00
ocornut
3ce6b06feb Merge branch 'master' into docking 2023-09-20 12:53:35 +02:00
ocornut
64b1e448d2 TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize. (#6820, #4859, #5022, #5239)
Removed ImGuiTabItemFlags_Preview. Will need cherry-picking in master.
2023-09-18 15:28:44 +02:00
ocornut
ac3bc73c13 Docking: Fixed node tab-bar not having a filled value for tab-bar which is required for claiming moue wheel ownership in (unenabled) ImGuiTabBarFlags_FittingPolicyScroll mode.
Amend 5f30191
2023-09-18 14:32:23 +02:00
ocornut
afd0d3fca1 Docking: made ImGuiDockNodeFlags_NoUndocking public. (#2999, #6823, #6780, #3492)
Amend 1612813.
2023-09-18 12:41:18 +02:00
ocornut
72d760ba00 Docking: (Breaking) renamed ImGuiDockNodeFlags_NoDockingInCentralNode -> ImGuiDockNodeFlags_NoDockingOverCentralNode, ImGuiDockNodeFlags_NoSplit -> ImGuiDockNodeFlags_NoDockingSplit.
Shuffled other internal flags and added comments.
2023-09-18 12:27:29 +02:00
ocornut
f693c3d806 Docking: made "ImGuiDockNodeFlags_NoDocking" a combination of all others ImGuiDockNodeFlags_NoDockingXXX flags. (#2999, #6823, #6780, #3492) 2023-09-18 11:27:44 +02:00
ocornut
7e246a7bb9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-09-16 13:51:51 +02:00
ocornut
1612813114 Docking: Internals: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780) 2023-09-15 20:44:26 +02:00
ocornut
14f8b76c1a Docking: Comments. Removed misleading shared/local identicators. (#6823, #2999)
NoDocking not marked as saved (it never was). Removed unused ImGuiDockNodeFlags_LocalFlagsMask_.
2023-09-15 20:44:15 +02:00
ocornut
72dbe45adc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2023-09-08 18:02:06 +02:00
ocornut
1d8e48c161 Using range-based for where it makes sense. (#4537)
Amend 82d177c
2023-09-04 15:13:12 +02:00
ocornut
a1b60fc1f5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2023-09-04 14:59:59 +02:00
ocornut
300464a487 Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving a window displays an help tooltip to increase affordance. (#6709, #4643)
Hope this doesn't feel spammy?
2023-08-30 17:45:06 +02:00
ocornut
7d6e83efca Docking: Fixed non-root dockspace not having their background rendered properly.
Fix f422e78. Fuller version of 08b3a1a pushed in master.
2023-08-30 15:26:46 +02:00
ocornut
762ec445e6 Docking: Fixed bad bug, dock node host wouldn't merge background. (#6753, #6716)
Fixes f422e78. Didn't crash because g.Windows[] is always larger than g.WindowsFocusOrder[].
2023-08-28 11:25:50 +02:00
ocornut
475453668d Backends: SDL2/SDL3: Fixed bad merge in docking branch (#6735) 2023-08-26 11:45:21 +02:00
ocornut
61d35972e2 CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. Amend for Docking. (#6749) 2023-08-25 14:29:42 +02:00
ocornut
676497fe05 Merge branch 'master' into docking
ac64b65 on master seemed incorrect.

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2023-08-25 14:20:51 +02:00
ocornut
1161301386 Backends: amend "Missing features" sections for multi-viewports support. 2023-08-15 13:02:56 +02:00
ocornut
f422e7826f ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum of individual ImDrawList's buffer sizes. (#6716)
Amend dbeeeae59
2023-08-14 16:12:15 +02:00
ocornut
63b6300c39 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-08-08 14:16:13 +02:00
ocornut
f8704cd085 Merge branch 'master' into docking 2023-08-01 13:11:26 +02:00
ocornut
30594c37d0 Merge branch 'master' into docking 2023-08-01 10:22:21 +02:00
ocornut
f8f805f046 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
2023-07-20 23:18:47 +02:00
ocornut
07d1709ca2 Doc: removed "generic" docking/viewport branch section of changelog since this is misleading. Will add formally when we reelase. (#2109, #1542) 2023-07-13 11:45:39 +02:00
ocornut
023e59a5f2 ImDrawData: call _PopUnusedDrawCmd() later. as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). (#6406, #4879, #1878)
Amend/fix dbeeeae for docking.
+ Build fix when using IMGUI_DISABLE_DEBUG_TOOLS
2023-07-12 18:40:04 +02:00
ocornut
0110f4c8cc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-07-12 18:19:24 +02:00
ocornut
51b348095c Docking, Style: resizing separators use same colors as window borders. (#2522) 2023-07-11 15:17:54 +02:00
ocornut
f4942bca32 Docking: follow to 27c735e to fix rendering of docked-window scrollbar above outer border. (#2522) 2023-07-11 15:01:20 +02:00
ocornut
27c735e3e9 Scrollbar: layout needs to take account of window border size, so a border size will slightly reduce scrollbar size. (#2522)
Rework/revert intent of c1a61d25a.
2023-07-11 15:00:51 +02:00
ocornut
f6feddd1ee Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-07-11 12:44:15 +02:00
ocornut
b79751ebad Docking: Added DockingSeparatorSize to style: amends (#3481, #4721, #2522)
Add ImGuiStyleVar_DockingSeparatorSize + misc Docking related comments.
2023-07-11 12:43:50 +02:00
PossiblyAShrub
a5aff5fd3e Docking: Added DockingSeparatorSize to style (#3481, #4721, #2522)
(DockingSplitterSize in current commit, about to be renamed)
2023-07-11 12:37:40 +02:00
ohthesetrees
8566fec661 Backends: SDL3: Changing SDL_WINDOW_SKIP_TASKBAR to SDL_WINDOW_UTILITY for SDL3 (#6573) 2023-07-05 11:01:56 +02:00
ocornut
dc3e531ff2 Merge branch 'master' into docking 2023-07-04 16:22:25 +02:00
sean
ac8573884d Backends: Vulkan: Amends for docking branch. (#5446, #5037) 2023-07-04 15:02:21 +02:00
ocornut
677c7b2258 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
#	docs/TODO.txt
2023-07-04 14:58:03 +02:00
ocornut
a88e5be7f4 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2023-06-28 14:56:33 +02:00
ocornut
6b01114057 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2023-06-23 16:04:13 +02:00
ocornut
057fcae30c Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 4.
Part 4: store reference viewport id from last visible single window stored in node. So Win1 -> Win1|Win2 can reuse viewport on split.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 16:03:01 +02:00
ocornut
35b41949fb Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 3.
Part 3: DockNodeRemoveWindow() clears viewports so it doesn't get bounced back and forth.
Note that in case of called from e.g. dock builder this can happen mid-frame. Clearing Viewport here isn't well exercised yet. If window doesn't get a Begin() in same-frame it'll be hidden.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
Amend 6b77668171
2023-06-23 15:55:14 +02:00
ocornut
099e8533e2 Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 2.
Part 2: Fixed various transfer cases.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 15:51:43 +02:00
ocornut
66c09fc05b Docking+Viewports: Fixed extraneous viewport+platform-window recreation. Part 1.
Part 1: Add counters. Amend logs.
Refer to "viewport_owner_change_1" and "viewport_owner_change_2" in ImGuiTestSuite.
2023-06-23 15:49:45 +02:00
ocornut
7d81a166f9 Docking: Fixed one-frame flickering on reappearing windows binding to a dock node where a later-submitted window was already bound. 2023-06-23 15:49:45 +02:00
ocornut
e4aeef4b9f Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu), mark all windows in this viewport as closed. 2023-06-21 15:34:51 +02:00
ocornut
1450d23b60 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-06-20 15:12:09 +02:00
ocornut
b9db5c566b Backends: Win32: Added support for updating ParentViewportID after viewport creation.
This tends to be desirable for applicaton manipulating this value via ImGuiWindowClass::ParentViewportID.
I thought it would be a simple call to SetParent(), it's only slightly more complicated but added comments about it.
2023-06-15 11:26:27 +02:00
ocornut
ef07ddf087 Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra comments.
Moved from compile-time to runtime flag. Applied docking specific change to this cherry-picked commit.

# Conflicts:
#	docs/CHANGELOG.txt
2023-06-13 11:55:21 +02:00
ocornut
fa5d2656b0 Docking: DockBuilderDockWindow() API calls don't clear docking order if the target node is same as existing one
+ Add more debug log + Display DockOrder in metrics.
2023-06-13 11:37:35 +02:00
ocornut
3f63cee4c1 Docking: Fixed dragging from title-bar empty space (#5181, #2645)
This would need a test in ImGuiTestSuite.
2023-06-12 15:33:20 +02:00
ocornut
0664877998 Merge branch 'master' into docking 2023-06-09 14:02:19 +02:00
Luca Lolli
8fd0a04135 Backends: SDL3: Fix backend in docking/multi-viewports branch. (#6483)
The definition has been renamed to SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED.
Display scale is no longer available in SDL_DisplayMode but can be retrieved using SDL_GetDisplayContentScale.
2023-06-01 11:30:26 +02:00
ocornut
823a1385a2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.h
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-05-31 14:51:56 +02:00
ocornut
3418d50949 Viewports: Fixes erroneous popup closure on closing a previous popup. (#6462, #6299)
Avoid applying imgui-side focus when focus change is due to a viewport destruction.
2023-05-30 17:09:27 +02:00
S41L0R
f0f3b927e0 Backends: GLFW: Avoid linking with GLFW function for homebrew switch (#6473) 2023-05-30 10:27:21 +02:00
slowriot
6cc967a124 Backends: GLFW: Only enable Vulkan support if not building with Emscripten (#6468) 2023-05-28 18:08:06 +02:00
omar
2e810d575c Backends: GLFW: Fix breaking typo 19b436f68 (#5683, #6459) 2023-05-26 13:41:45 +02:00
ocornut
19b436f68d Backends: GLFW: Preserve monitor list when there are no monitor. (#5683) 2023-05-25 15:38:35 +02:00
ocornut
54c1ac3e38 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2023-05-22 10:10:29 +02:00
ocornut
e590b5114e Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in main viewport. (#6299)
Amend d2291df55, 63370be0e, dcb6335bfe
2023-05-20 14:22:01 +02:00
ocornut
530134d125 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
2023-05-10 12:57:37 +02:00
ocornut
031148dc56 Fixed bad merge. 2023-04-25 16:30:31 +02:00
ocornut
594cc4793a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-04-25 12:21:16 +02:00
ocornut
d2291df551 Viewports: Fixed setting focus from platform decoration from accidentally closing modals (#6299, #6357)
+ Fixed double-assignment static analyzer warning.

# Conflicts:
#	imgui.cpp
2023-04-21 19:22:41 +02:00
ocornut
bba39762dc Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2023-04-21 19:12:11 +02:00
ocornut
ac38c8e6fe IO: removed ImGuiBackendFlags_HasMouseHoveredViewport assert in AddMouseViewportEvent().
In theory shouldn't accept them, but a backend overriding another would be prevented from doing so because of this (test engine).
2023-04-21 18:01:18 +02:00
ocornut
c11128891e Backends: SDL2/SDL3: Update monitor list when receiving a display event. (#6348) 2023-04-21 15:40:14 +02:00
ocornut
adf693c061 Viewports: added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant). 2023-04-21 15:31:14 +02:00
ocornut
07e07030a6 Backends: Win32: revert accidental deletion of ImGui_ImplWin32_EnableAlphaCompositing() in a566ecc (#3218)
This was still in docking, but moved back in upper locaton.
# Conflicts:
#	backends/imgui_impl_win32.cpp
2023-04-20 10:41:03 +02:00
ocornut
88ac2ced7c Backends: DX10: Fixed typo in previous commit. 2023-04-19 17:18:04 +02:00
ocornut
f498f084d6 Examples: Amend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553) 2023-04-19 16:48:07 +02:00
Mark Jansen
4bc51c6ff4 Examples: Extend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553) 2023-04-19 16:46:54 +02:00
ocornut
1f2b84a654 Backends: clear viewport specific bits in io.BackendFlags on backend Shutdown(). (#6334)
Amend 055e715
2023-04-19 16:40:18 +02:00
ocornut
4f692ba840 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2023-04-19 16:35:50 +02:00
ocornut
0ea3b87bd6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2023-04-13 16:24:09 +02:00
ocornut
bed11b35d1 Fix typos and use nullptr in backends. Amend 506f7e0 2023-04-11 16:20:17 +02:00
ocornut
aec062a8a5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	examples/example_win32_directx9/main.cpp
#	imgui_internal.h
2023-04-11 16:16:17 +02:00
ocornut
1668693bcf Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953) 2023-04-06 19:18:15 +02:00
ocornut
ec461c6ccb Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui_demo.cpp
2023-04-06 19:16:08 +02:00
ocornut
63370be0e5 Viewports: fix/amend dcb6335 to (1) avoid refocusing when focus action was actionned from a click within imgui boundaries and (2) restore a null focus as well. (#6299) 2023-04-06 16:29:36 +02:00
ocornut
1f0b46b93c Viewports: moved Platform_GetWindowFocus queries in UpdateViewportsNewFrame(). Added ImGuiViewportFlags_IsFocused status flag. (#1542)
Not sure why queries were in UpdatePlatformWindows().
- initially added there on 2018/04/26 f1ae07e532 (squashed)
- slightly moved in cd51f37fc0 for the purpose of putting less constraint on backend but that check is now done on our side anyhow.
Seems more consistent to do it nxt to other polling in UpdateViewportsNewFrame().
Not using ImGuiViewportFlags_IsFocused yet.
2023-04-06 16:08:53 +02:00
ocornut
ed72fcd12a Viewports: Internal: rename LastFrontMostStampCount -> LastFocusedStampCount. Rename ImGuiViewportFlags_Minimized -> ImGuiViewportFlags_IsMinimized
Effectively it is currently the later, but see comment "Even without focus, we assume the window becomes front-most." in UpdatePlatformWindows().
+ Moved Window field at top since it is most useful.
2023-04-06 15:17:52 +02:00
ocornut
dcb6335bfe Viewports: Setting focus from Platform/OS sets corresponding focus at Dear ImGui level. (#6299) 2023-04-05 20:25:05 +02:00
ocornut
ee5ce36745 Merge branch 'master' into docking, including specific merge for imgui_impl_glfw.cpp for f070497
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2023-04-04 21:17:47 +02:00
ocornut
4fdafef54f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	docs/CHANGELOG.txt
#	imgui_widgets.cpp
2023-03-29 18:41:41 +02:00
ocornut
bf87fbcbcc Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) 2023-03-22 18:58:32 +01:00
ocornut
ad44f5831a Merge branch 'master' into docking 2023-03-21 17:04:54 +01:00
Bruno Perković
5320a6ebd3 Backends: Made SDL3 backend compatible with commit 698dbd8. (#6255, #6146) 2023-03-21 12:17:54 +01:00
ocornut
6b3435a2db Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2023-03-16 12:01:13 +01:00
ocornut
85beda96de Backends: GLFW: Fix Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) 2023-03-15 14:51:46 +01:00
ocornut
9e30fb0ec1 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2023-03-14 16:38:22 +01:00
ocornut
9937660b1c Merge branch 'master' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_apple_metal/main.mm
#	examples/example_apple_opengl2/main.mm
#	examples/example_glfw_metal/main.mm
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_metal/main.mm
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
2023-03-10 18:40:04 +01:00
ocornut
e2cede6542 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2023-03-08 17:41:32 +01:00
ocornut
f5c5a710aa Docking: exposed DockNodeWindowMenuHandler_Default() in imgui_internal.h to facilitate reuse. 2023-03-06 17:08:09 +01:00
ocornut
4078abe14c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
2023-03-06 17:03:55 +01:00
ocornut
702626dd8a Docking: storing window menu handler in a function pointer to allow customizing menu (undocumented) 2023-03-06 16:59:57 +01:00
ocornut
e25e4526cd Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
2023-02-15 18:18:47 +01:00
ocornut
192196711a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-02-14 16:01:11 +01:00
ocornut
345184330b Internals: Settings: amend ClearWindowSettings() for Docking. 2023-02-10 18:28:45 +01:00
ocornut
ea4565368e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl2.h
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdl3.h
#	imgui.cpp
2023-02-10 17:05:06 +01:00
ocornut
0d7d877cb5 Backends: SDL3: Update for latest.
Note that resizing secondary viewports seems broken.
2023-02-10 14:45:52 +01:00
ocornut
95412ad3a5 Backends: SDL3: Removed unnecessary #ifdef. 2023-02-07 17:09:51 +01:00
ocornut
a526ff8c30 Backends: SDL3: Added multi-viewports support. (#6146) 2023-02-07 16:30:58 +01:00
ocornut
e4233c6fb6 Merge branch 'master' into docking (doesn't include viewports-related changes for new SDL3 backend)
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx11.h
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx12.h
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_dx9.h
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
2023-02-07 16:23:49 +01:00
ocornut
c807192abc Tables: amend f799a29 with a better solution + fix potential overflow (#6140) 2023-02-03 22:50:58 +01:00
ocornut
b0a936e5d4 Merge branch 'master' into docking (incl revert of examples refactor)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2023-02-03 22:38:39 +01:00
ocornut
97a1f761c6 Examples: (Again, but better) made SDL+GL and GLFW+GL examples build with Emscripten. (#2492, #2494, #3699, #3705) 2023-02-03 22:23:23 +01:00
ocornut
5ebb6a2954 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
2023-02-02 19:38:24 +01:00
ocornut
5386ddcd05 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	examples/example_emscripten_opengl3/main.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui_demo.cpp
2023-02-02 18:31:26 +01:00
ocornut
887abe9578 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2023-02-01 22:18:57 +01:00
ocornut
88dfd85e92 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2023-01-21 00:49:06 +01:00
Cody Tapscott
6342275bbb Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096)
This is used to populate the monitor array, which is only a requirement for multi-viewport support (which is not supported by Emscripten anyway).
2023-01-20 17:04:55 +01:00
ocornut
d822c65317 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
2023-01-05 15:58:49 +01:00
ocornut
fc3815bfe5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
2023-01-03 21:06:09 +01:00
ocornut
824baa6a4d Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window as written to,. (#6037) 2023-01-03 14:22:07 +01:00
ocornut
42e166089a Backends: Metal: fixed secondary viewport rendering. (#6015, #4821, #2778) 2023-01-03 12:34:47 +01:00
ocornut
6939676372 Docking: fixed DockBuilderCopyDockSpace() crashing when windows not in the remapping list are docked on the left or top side of a split. (#6035) 2023-01-02 17:54:50 +01:00
Mikko Sivulainen
16aaf60697 Backends: OSX: fixed ImGui_ImplOSX_GetWindowSize and ConvertNSRect. (#6009) 2023-01-02 15:38:40 +01:00
ocornut
90de839445 Backends: SDL: fix build on WinRT (#6019, #5974) - version for docking branch
Amend da83253
2023-01-02 15:03:18 +01:00
ocornut
c191faf0ba Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2022-12-08 21:19:01 +01:00
ocornut
d3025cde37 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-12-06 22:13:12 +01:00
ocornut
5eda547e6f Merge branch 'master' into docking 2022-12-06 15:10:09 +01:00
ocornut
3ea0fad204 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2022-12-01 20:22:27 +01:00
ocornut
540909bddf Fixed version string for consistency (#5918) 2022-11-28 14:42:37 +01:00
ocornut
fad8afd62a Docking: amend to allow localizing docking specific user facing string. (#5895) 2022-11-24 21:29:41 +01:00
ocornut
595a428baa Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2022-11-24 21:27:15 +01:00
ocornut
d2f9c5dfb7 Viewports: moving PlatformWindowCreated field to public structure. (#5882) 2022-11-24 16:39:45 +01:00
ocornut
9964740a47 Viewport: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without making title bar color opaque.
(thanks christopher knorr!)
2022-11-18 19:34:24 +01:00
ocornut
38cfe22b8b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-11-16 17:57:05 +01:00
ocornut
94e850fd6f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-11-15 15:40:54 +01:00
ocornut
d7aca168ee Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012)
Amend 51bbc7065
2022-11-10 16:22:34 +01:00
ocornut
a571933f8b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-11-09 15:59:26 +01:00
ocornut
4d5da74c79 Merge branch 'master' into docking 2022-11-08 20:44:04 +01:00
ocornut
5728f2e15f Fix build with IMGUI_DISABLE_DEBUG_TOOLS 2022-11-04 16:47:04 +01:00
ocornut
849c8052b7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2022-11-04 16:26:15 +01:00
cfillion
ced92d9c52 Inputs, Viewports: fix UpdateViewportsNewFrame() running before UpdateInputEvents(), leading to MouseViewport lagging by a frame on transitions. (#5837, #4921)
Will merge the swap in master.
2022-10-31 12:08:23 +01:00
ocornut
375ae5dce4 Merge branch 'master' into docking (incl glfw use of GLFW_VERSION_COMBINED)
Note switched from GLFW_VERSION_REVISION * 10 to GLFW_VERSION_REVISION * 1
2022-10-24 22:58:25 +02:00
ocornut
50c4234aca Docking: Further fixes for highlight of nested nodes. (#5702)
Amend fb0b9c71, 8f43487, 9764adc, 24dfebf
Added more regression tests e.g "docking_focus_nodes_nested"
2022-10-24 20:34:03 +02:00
ocornut
5370b46c4e Docking: Made spacing between dock nodes not a dropping gap. 2022-10-24 20:25:42 +02:00
ocornut
f87e891f18 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-10-14 18:50:40 +02:00
ocornut
edf522b58a Merge branch 'master' into docking + amends change to nullptr (#5760)
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	imgui_internal.h
2022-10-11 15:59:23 +02:00
ocornut
cb04326b46 Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. [changes for docking] (#5745)
+ TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable.
2022-10-04 18:08:29 +02:00
ocornut
fb0b9c7160 Docking: Fixed missing highlight when using dock node host window borders. (#5702)
Amend 8f434874, 9764adc7b, 24dfebf45
2022-10-03 14:55:22 +02:00
ocornut
69beaa1d0b Viewports: Fix AddMouseViewportEvent() to honor AppAcceptingEvents, filter duplicate, add to debug log. 2022-09-29 22:03:21 +02:00
ocornut
d91211f9f2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_win32.cpp
2022-09-29 22:02:23 +02:00
ocornut
11f5be0caf Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (#4468, #4825, #4832, #5127, #5655, #5709)
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-09-27 14:40:18 +02:00
ocornut
8f434874c0 Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702) 2022-09-26 15:56:54 +02:00
ocornut
6fd2ee9416 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdl.cpp
#	imgui_demo.cpp
2022-09-26 14:57:34 +02:00
ocornut
1dc7d0e633 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2022-09-26 11:08:49 +02:00
ocornut
3af9ac320d Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_examples.sln
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2022-09-17 00:25:42 +02:00
ocornut
64b88da21b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2022-09-09 20:48:57 +02:00
ocornut
caf4b7f1e6 Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665) 2022-09-09 16:45:16 +02:00
ocornut
aceab9a877 Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150

# Conflicts:
#	imgui.cpp
2022-09-02 16:38:40 +02:00
ocornut
bc2002ab92 Merge branch 'master' into docking 2022-09-01 20:54:37 +02:00
ocornut
71a0701920 Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without NavEnableKeyboard (#5504, #4023); 2022-08-24 15:49:03 +02:00
ocornut
db798fd5be Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui_internal.h
2022-08-23 18:41:24 +02:00
ocornut
b78738ff23 Internals: Docking: rename HoveredDockNode to DebugHoveredDockNode to clarify that it isn't usable for much other than debugging. 2022-08-22 19:18:06 +02:00
Rokas Kupstys
8cbd391f09 Docking: Add source dock node parameter DockContextCalcDropPosForDocking() to facilitate test engine (un)docking nodes before they are split out to their own window.
Metrics: Display dock_node->Windows in node metrics.
2022-08-08 15:33:19 +02:00
Rokas Kupstys
ff1567e240 Docking: Simplify logic of moving tabs between nodes. Amends 0abe7d. (#5515)
The idea is that in the absence of a tab bar, as new one gets created new tabs will be sorted based on window->DockOrder so this may work but we're not 100% sure.
2022-08-05 12:39:47 +02:00
ocornut
e9f50fb87c Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-08-03 22:04:03 +02:00
Rokas Kupstys
f573ebf31a Docking+Viewports: Fix undocking window node causing parent viewport to become unresponsive. (#5503)
Amend 67be485e, Somehow ties to 58f5092c + 0eb45a05 (#4310)
Unsure of exact chain of event but this caused a parent link msimatch between the time of the MouseMoving test in AddUpdateViewport() setting _NoInputs on the wrong parent., and the release clearing _NoInputs on the rght one.
2022-08-03 18:07:08 +02:00
ocornut
b12e056c21 Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515, amend b16f738d #2700, #2539)
Commit b16f738d left us with a "current" channel 0 which seems inadequate. Undoing that, assuming default is always 1, code filling bg color does a switch. Only DockContextEndFrame() leave it at 0 and it's not particularly necessary.
2022-08-03 17:00:59 +02:00
ocornut
0abe7d1cc5 Docking: Fixed splitting/docking into a node that has buttons amended into tab bar. Windows were not moved correctly. (#5515) 2022-08-03 16:11:39 +02:00
ocornut
e21f462f6f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2022-08-03 15:29:04 +02:00
ocornut
28a123ca47 Internals: Docking: make DockContextFindNodeByID() more visible (instead of DockBuilderGetNode)
+ using defines for channel changes.
2022-08-03 15:22:19 +02:00
Rokas Kupstys
cb8ead1f71 Docking: Fix docked window contents not rendering when switching with CTRL+Tab.
(regression from 8eb8689).
2022-07-18 15:25:46 -07:00
ocornut
77637fd936 Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer (#5463, #4792)
Fix 37958ca
2022-07-12 10:51:14 +02:00
ocornut
21fc57f2cf Merge branch 'master' into docking 2022-07-08 16:09:30 +02:00
Stephen H. Gerstacker
ad5aa54166 Backends, Viewport: Metal: Pull format from shared context. (#5403, #5437) 2022-06-30 20:19:27 +02:00
ocornut
5d0deebba4 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-06-30 20:17:48 +02:00
Runik
58eb40db76 Backends: GLFW: Fixed leftover static variable preventing from changing or reinitializing backend while application is running. (#4616, #5434) 2022-06-29 15:47:37 +02:00
ocornut
9cd9c2eff9 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_widgets.cpp
2022-06-21 18:28:33 +02:00
ocornut
9764adc7bb Docking: Amend 24dfebf. Fixed incorrect focus highlight on docking node with nested hierarchies. 2022-06-17 17:11:23 +02:00
ocornut
506717390f Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
Ideally we should untangle the purpose of parent_window_in_stack / ParentWindowInBeginStack better.
2022-06-16 18:43:33 +02:00
rokups
101aec95d9 Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport support with Metal backend.
Fixes #5392 + alignment fixes and removed static_cast<> + Amended with fix.
2022-06-16 13:12:54 +02:00
ocornut
e135cdbc24 Merge branch 'master' into docking + update for IMGUI_DEBUG_LOG calls.
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui_internal.h
2022-06-15 15:39:23 +02:00
ocornut
24dfebf455 Docking: Fixed incorrect focus highlight on docking node when focusing empty central node or a child window which was manually injected into a dockspace window. 2022-06-13 20:19:33 +02:00
ocornut
e900ca355e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	imgui.cpp
#	imgui.h
2022-06-10 19:29:17 +02:00
Andrej Redeky
4789c7e485 Misc: Fix custom assertion macro failing to compile imgui.cpp (#5378) 2022-06-05 13:34:10 +02:00
ocornut
7b5a8e4f2b Merge branch 'master' into docking (wanted for #4468, #3381, #2981, #4825, #4832, #5127)
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2022-05-30 15:26:12 +02:00
Rokas Kupstys
250333d895 Docking: Fix unhiding tab bar regression. (#5325, #5181)
Broken by 90386780
2022-05-19 16:59:39 +02:00
Rokas Kupstys
36055213c5 Docking: Fixed moving window being interrupted when undocing a window with "io.ConfigDockingAlwaysTabBar = true". (#5324)
Regression introduced in 6b7766817
2022-05-19 16:54:54 +02:00
ocornut
6b5a2426d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2022-05-17 11:59:32 +02:00
omar
2fa60bec27 Examples: Apple+OpenGL: Fix build. 2022-05-09 11:30:52 +02:00
omar
693b4c57fe Backends: OSX: Implement ImGui_ImplOSX_ShowWindow(). (#5299) 2022-05-09 10:45:56 +02:00
ocornut
d666a1d473 Backends: OSX, Metal: Amend d111133, tidying up, remove unused, misc tweaks. . (#4821, #2778) 2022-05-03 18:14:10 +02:00
stuartcarnie
6868d11669 Backends: OSX, Metal: Added multi-viewports support. (#4821, #2778) 2022-05-03 18:14:07 +02:00
ocornut
414165d23f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	imgui.cpp
2022-05-03 14:40:17 +02:00
Dima Koltun
ec48681455 Windows: Fixed first-time windows appearing in negative coordinates. (#5215, #3414)
Regression added in 6af92b05b
2022-04-22 20:26:40 +02:00
ocornut
8dd5425182 Merge branch 'master' into docking
# Conflicts:
#	docs/TODO.txt
2022-04-22 19:15:37 +02:00
ocornut
505f19e3b0 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2022-04-05 17:55:53 +02:00
ocornut
377b864bb4 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2022-03-23 17:21:34 +01:00
ocornut
9b0c26b0b2 Backends: SDL: Fix more dragging issues. SDL_CaptureMouse() is essentially broken. (#5012, #5082)
master got c5f6721 which is combining f337378 and this commit.
2022-03-22 18:09:33 +01:00
Rokas Kupstys
f337378066 Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (#5012) 2022-02-28 11:10:39 +01:00
ocornut
8639a2f9f8 Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057) 2022-02-25 16:41:40 +01:00
ocornut
64519c6875 Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (#5044) 2022-02-22 16:21:10 +01:00
ocornut
7b0d58c5e5 Merge branch 'master' into docking 2022-02-22 14:57:17 +01:00
ocornut
9948535118 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2022-02-17 18:47:43 +01:00
ocornut
1e14cc5cae Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize when multi-viewports are disabled. (#4900) 2022-02-10 18:50:28 +01:00
ocornut
aa86800092 Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. (Merged from master+ rework for docking)
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2022-02-08 12:29:44 +01:00
ocornut
1ee252772a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2022-02-07 18:20:10 +01:00
ocornut
033538731c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
2022-02-07 16:18:19 +01:00
ocornut
31762a8173 Docking: fixed potential crash if a passthrough dock node is submitted without a child intermediate (currently not possible via API) 2022-02-03 12:04:11 +01:00
ocornut
5017602752 Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works under Linux. (#4960) + Reword tests to help static analysis. 2022-02-03 11:52:03 +01:00
ocornut
37958ca1b5 Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
Could merge on master.
2022-02-03 00:19:31 +01:00
ocornut
8eb8689391 Docking: Tabs use their own identifier (in order to make window->ID refer to whole window in test engine). Also prevents Tab ID from clashing with "" which was common. 2022-02-02 23:23:13 +01:00
ocornut
c1ab3c406f Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows). 2022-02-02 23:10:14 +01:00
ocornut
d378e4088f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2022-02-01 15:46:42 +01:00
ocornut
08350e53e7 Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (#4960) 2022-01-31 11:47:44 +01:00
ocornut
27004aca70 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
# Conflicts:
#	imgui.cpp
2022-01-28 15:53:41 +01:00
ocornut
d5f0d45ae4 Merge branch 'master' into docking + remove two _PopUnusedDrawCmd() from docking branch, following 718daa1
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2022-01-27 17:50:31 +01:00
ocornut
f1a073186c Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) 2022-01-25 17:28:43 +01:00
ocornut
3e0d6ec895 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2022-01-21 12:39:15 +01:00
ocornut
e278277d53 IO: added AddMouseViewportEvent() + used in backends. 2022-01-18 17:24:59 +01:00
ocornut
1338eb31f7 Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (#1542, #4665) 2022-01-18 17:01:55 +01:00
ocornut
007a427e0a Viewports: Fixed active InputText() from preventing viewports to merge. (#4212) 2022-01-18 16:04:25 +01:00
ocornut
8567a4cca3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2022-01-17 18:19:20 +01:00
ocornut
ec1e57ed4a Merge "Backends: SDL: Fix for Emscriptem. Amend 98ce013." + Fix bad merge from master of "is_app_focused" property (Amend 0647ba3) 2022-01-13 18:55:58 +01:00
ocornut
e51a0a80ca IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (#4905, #4858) 2022-01-13 18:43:58 +01:00
ocornut
0647ba3bad Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2022-01-13 18:36:23 +01:00
ocornut
acfc7798fd Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. (#2625, #4858)
Amend 790132a (breaking)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2022-01-10 17:01:07 +01:00
ocornut
9ce0f35ef3 Backends: OSX: Fixed typo. 2022-01-10 15:48:12 +01:00
ocornut
ef681e7019 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_sdl.h
#	backends/imgui_impl_win32.cpp
#	backends/imgui_impl_win32.h
#	imgui.cpp
2022-01-10 15:24:21 +01:00
ocornut
704ab1114a Merge branch 'master' into docking. Remove Platform_SetImeInputPos. Remove backend-side IME implementation. Rrevert removal of MouseDragMaxDistanceAbs in 206b9ea. (#2589, #3113)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2022-01-05 14:30:20 +01:00
ocornut
afb1180d7d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2022-01-03 21:52:31 +01:00
ocornut
9c8f288d1a Viewports: Fixed a CTRL+TAB crash with viewports enabled (#4023, #787) (amend 1dc3af3, 23ef6c1, 657073a)
+ Expose FindHoveredViewportFromPlatformWindowStack() in imgui_internal.h
2021-12-30 21:46:09 +01:00
ocornut
2aa9959553 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2021-12-30 21:42:19 +01:00
ocornut
15b4a064f9 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	examples/example_marmalade/main.cpp
#	imgui.cpp
#	imgui.h
2021-12-22 16:02:04 +01:00
ocornut
06d5f9297d Internals: reduced side-effects of setting window->HiddenFramesForRenderOnly > 0 2021-12-15 16:03:20 +01:00
ocornut
248ed1b01d Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking. (#3496, #4797) 2021-12-15 14:28:10 +01:00
ocornut
cd36acc88b Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	imgui.cpp
2021-12-15 12:10:03 +01:00
ocornut
747f7fdbba Docking: prevent docking any window created above a popup/modal. (#4317) 2021-12-09 16:47:11 +01:00
ocornut
f605351307 Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. (#1414, #2562, #2807, #4008, #4158, #4375, #4548, #4657, #4796)
#4158, #4375, #4548, #4657, #4796)
2021-12-09 15:38:44 +01:00
ocornut
e31d116d37 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	imgui.cpp
#	imgui_internal.h
2021-12-09 11:52:23 +01:00
ocornut
0647cf434c Nav, Docking: Fix crash on dimming docked window and DockSpaceOverViewport() with PassthruCentralNode.
(amend 1dc3af3, 23ef6c1, 657073a)
2021-12-08 17:05:31 +01:00
ocornut
fc198fe1db Nav, Docking: Fix dimming on docked windows. 2021-12-06 19:50:42 +01:00
ocornut
c1b70e0391 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-12-06 19:17:03 +01:00
ocornut
06e4f4e370 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui.h
2021-12-03 19:24:42 +01:00
ocornut
1dc3af381a Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame, which will simplify things for an upcoming commit.
(Will backport some of this back to master now.)
2021-12-03 19:18:57 +01:00
ocornut
c122c0ef89 Docking: Amend b16f738 fixed dimming of docked window + removed thin highlight around windows (never worked on docked window, not viewports friendly, hard to move to EndFrame) (#2700, #2539, #2522) 2021-12-03 16:15:06 +01:00
ocornut
b16f738d04 Docking: docked windows honor ImGuiCol_WindowBg. Host window in charge of rendering seams. (#2700, #2539 + Docked windows honor display their border properly. (#2522)
Plus: better support for transparent one in nodes
Side effects: DockContextBindNodeToWindow doesn't alter node->IsVisible.
Side effects: ImDrawList:: _ResetForNewFrame() needs to merge, sane (in case of
(Amended, force-pushed)
2021-12-03 14:46:34 +01:00
ocornut
bf80204e63 Docking: internals: extracted rounding corner calculation into reusable CalcRoundingFlagsForRectInRect() function. 2021-12-02 20:22:03 +01:00
ocornut
8733ca49b0 Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
Fix 718e15c7d while preserving its intended property. Tested by "docking_window_appearing_layout". (#2109)
2021-12-02 18:46:42 +01:00
ocornut
6afcfe3442 Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree. 2021-12-01 18:27:05 +01:00
ocornut
848d21b6b5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui_widgets.cpp
2021-12-01 15:37:40 +01:00
ocornut
1ab3007752 Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport + moved EndFrameDrawDimmedBackgrounds() call + removed duplicate code in Begin() already in EndFrameDrawDimmedBackgrounds() 2021-12-01 14:42:58 +01:00
Mikko Sivulainen
5f5ba8eb11 Docking: Fix typo (had no side effect) (#4778)
Co-authored-by: Mikko Sivulainen <mikko.sivulainen@supercell.com>
2021-12-01 11:10:37 +01:00
ocornut
719d931304 Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace. (#4757) 2021-11-24 17:49:21 +01:00
ocornut
ea83d040e6 Viewports: fix missing default per-window value for ParentViewportId due to zero-cleared in-window instance (#4756)
Broken by 2080d12b
2021-11-24 16:47:13 +01:00
ocornut
7f38773b73 Fixed crash on right-click without modal, introduced by previous commit a3667f46, (#4729) 2021-11-17 12:46:30 +01:00
ocornut
b50b22d787 Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.
2021-11-16 16:14:21 +01:00
ocornut
2080d12bd9 Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0. (#3152, #2871) 2021-11-16 01:10:10 +01:00
ocornut
dc8c3618e8 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2021-11-10 15:26:03 +01:00
ocornut
b17dffffb3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 20:52:54 +01:00
ocornut
c1d2793580 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-11-04 15:26:01 +01:00
ocornut
0b4edf4e94 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	imgui.cpp
2021-11-03 11:51:37 +01:00
ocornut
bac748fa95 Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656) 2021-10-15 17:16:26 +02:00
ocornut
05877c14df Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462) 2021-10-15 11:51:01 +02:00
ocornut
9b59455184 Merge branch 'master' into docking
# Conflicts:
#	imgui.h
2021-10-15 11:49:30 +02:00
ocornut
29653273c1 Docking: reinstate io.ConfigDockingWithShift option. (#4643)
This more or less reverts commit 3ed07a8f0b.
2021-10-13 16:47:29 +02:00
ocornut
1b215ecb01 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-10-11 19:25:50 +02:00
ocornut
1780579403 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-10-06 17:57:11 +02:00
ocornut
835a5344b0 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2021-09-24 15:49:28 +02:00
ocornut
65ad63de84 Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopupHierarchy (followup #4527)
IsWindowFocused: fix flag usage (amend 6b1e094c) was technically harmless because of light typing.
2021-09-24 15:41:30 +02:00
ocornut
ca097c2c68 Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when called after Begin() on a docked window (#3851)
Fix ee643b2a
2021-09-22 14:07:18 +02:00
ocornut
fa0a314f59 Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439) 2021-09-21 13:16:00 +02:00
ocornut
c58fb46411 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2021-09-14 19:26:27 +02:00
ocornut
e7cc534367 Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. 2021-09-14 17:57:47 +02:00
ocornut
29828d0469 Docking: floating node with a central node hides properly when nothing is docked + rename. 2021-09-14 17:56:09 +02:00
ocornut
8dfb52245b Docking: bits. 2021-09-13 20:40:30 +02:00
ocornut
5d95e7eef9 Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame() function. 2021-09-11 14:06:43 +02:00
ocornut
92a39f78b9 Fixed IsWindowFocused/IsWindowHovered with _ChildWindows for not following through popup parents (amend 6b1e094c, fix #4527) 2021-09-11 14:06:10 +02:00
ocornut
79d39b190b Viewports: fix window with viewport ini data immediately merged into a host viewport from leaving a temporary viewport alive for a frame (would leak into backend). 2021-09-10 15:05:17 +02:00
ocornut
6b77668171 Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
t would manifest when e.g. reconfiguring dock nodes while dragging.
2021-09-09 21:05:40 +02:00
ocornut
9a49c1ddbd Viewports: fixed unnecessary creation of temporary viewports when multiple docked windows got reassigned to a new node (created mid-frame) which already has a HostWindow 2021-09-09 20:51:53 +02:00
ocornut
6b1e094cfb Fixed _ChildWindows from leaking docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy and ImGuiHoveredFlags_DockHierarchy. 2021-09-08 19:10:25 +02:00
ocornut
cfb837203c Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags. 2021-09-08 16:45:24 +02:00
ocornut
40caab4748 Fixed bad merge of Changelog in docking branch 2021-09-07 18:21:47 +02:00
ocornut
fa9fc05ac6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2021-09-07 18:20:12 +02:00
ocornut
53589092b2 Docking: warning fix for when IM_ASSERT() is empty 2021-08-31 13:49:11 +02:00
ocornut
dedb381c51 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	examples/imgui_examples.sln
#	imgui.cpp
#	imgui.h
2021-08-30 20:01:16 +02:00
ocornut
0eb45a0577 Docking: fix 58f5092 (#4310)
If we clear _ChildWindow flag we must remove it from here otherwise render loop will fail.
2021-08-27 21:29:27 +02:00
ocornut
58f5092c53 Docking: fixed settings load issue when mouse wheeling. (#4310) 2021-08-24 20:33:00 +02:00
ocornut
6bd447c885 Backends: GLFW: Fixed unused variable warning for empty assert macro. (#4459) 2021-08-22 18:46:49 +02:00
ocornut
47fb332fb2 Fix BeginDisabled(false), again, (#211, #4452, #4453) Version 1.84.1
(forced pushed since our earlier versioning didn't sort correctly in github web)

# Conflicts:
#	docs/CHANGELOG.txt
2021-08-21 00:00:27 +02:00
ocornut
2e01952b35 Fix BeginDisabled(false), (#211, #4452) 2021-08-20 20:31:17 +02:00
ocornut
5a7d18a441 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-08-20 18:15:25 +02:00
ocornut
9c3359ef39 IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports. Amend 2f40be6. (#3532) 2021-08-19 17:35:27 +02:00
ocornut
0b06c4b2b0 Merge branch 'master' into docking (will need further for io.AddFocusEvent)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2021-08-19 17:25:12 +02:00
ocornut
80b5fb51ed Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377)
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
2021-08-02 16:21:13 +02:00
ocornut
f9b5168fb3 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
2021-08-02 16:00:50 +02:00
ocornut
7bfc379a23 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-07-19 21:58:06 +02:00
David Maas
3d5dc0d939 Added missing IMGUI_API to GetViewportPlatformMonitor. (#4309) 2021-07-12 18:29:37 +02:00
ocornut
a11f36811f Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2021-07-09 20:16:19 +02:00
ocornut
eb6f4b1a6a Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace.. (#3203, #4295)
Which tends to happen when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace on the next frame after the floating window hosting the node has been automatically created.
2021-07-07 18:22:55 +02:00
ocornut
cd4cc9ff0d Docking: Fixed crash issues using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295)
If the deleted root node isn't part of a dockspace with a central node, it won't be "protected" but removed when last window gets removed.
2021-07-07 16:39:39 +02:00
ocornut
9e8e5ac363 Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking definition of ImGuiDockNodeFlags_NoDockingOverOther which now means "non empty node". (#3492, #2648, #4292) 2021-07-05 13:32:36 +02:00
ocornut
6136b3844b Docking: Reworked node flags saving/inheritance... (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
..so that flags enforced by docked windows via the DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.
2021-07-05 13:31:34 +02:00
ocornut
0a8ab75e4b Docking: removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass. (#2999, #3521, #3633)
+ extraded bits of metrics into DebugNodeDockNodeFlags()
2021-07-05 12:58:33 +02:00
ocornut
36a0d1028c Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385) 2021-06-29 15:46:50 +02:00
ocornut
0f7eb00f67 Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().
No need to clear fields before deletion. DX12: renamed to match docking branch.
2021-06-29 15:31:05 +02:00
ocornut
682447306d Merge branch 'features/backends_context' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	examples/example_apple_opengl2/main.mm
2021-06-29 14:53:25 +02:00
ocornut
ac35b4bba2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2021-06-24 18:21:19 +02:00
ocornut
cce307a2be Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value of the implicit/fallback window. (#4236, #2409)
Amend 3ead9820
2021-06-17 16:22:14 +02:00
ocornut
afabb2f3d8 Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change 2021-06-17 16:12:22 +02:00
ocornut
9b417b26d9 Metrics: Tentative fix for bad printf format.
Ref b53b8f58df, a7a1b3b0a7
2021-06-14 18:24:45 +02:00
Michel Lesoinne
90deb0959a Backends, Viewports: Vulkan: Fix the use of the incorrect fence in wait for fence. (#4208)
The fence being waited upon was not the one associated with the current frame.
This results in validation error detecting a reset of command buffers still in use and resetting fences while still in use.
Read more details in #4208
2021-06-14 17:54:19 +02:00
ocornut
db0338a1f2 Nav, Drag and Drop, Docking: fixed two issues leading nav result to conflict with moving a window. (#4211, #3025) 2021-06-09 19:20:13 +02:00
ocornut
4161a67b38 ImVector: added clear_delete(), clear_destruct() helpers.
# Conflicts:
#	imgui.cpp
2021-06-09 18:44:02 +02:00
ocornut
865b2ca6f9 Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (#211) 2021-06-09 18:43:03 +02:00
ocornut
a44d4da87c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
2021-06-08 18:38:51 +02:00
ocornut
16abfa5eb6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-06-04 17:28:45 +02:00
ocornut
f53db3541a Docking: comments (#4189) 2021-06-04 14:55:40 +02:00
ocornut
5e528d9eea Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186) 2021-06-03 17:22:18 +02:00
ocornut
f03ab2a5c5 Docking: Fix IsWindowAppearing() unnecessarily returning true twice in a row. (#4177, #3982, #1497, #1061) + added a zealous assert. 2021-06-03 16:46:01 +02:00
ocornut
fa1f540e6c Docking: Amend 91704b7, window->DockXXX booleans not properly cleared when window not docked. (#4177, #3982, #1497, #1061)
Fix issue with freshly split windows/nodes incorrectly returning true to IsWindowAppearing().
2021-06-03 16:07:22 +02:00
ocornut
91704b773e Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061) 2021-05-31 17:06:46 +02:00
ocornut
1ad1429c6d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
2021-05-25 18:45:54 +02:00
ocornut
1b435ae3e0 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-05-24 17:49:20 +02:00
ocornut
105d82d134 Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. Tweak rendering and alignment of dock node menu marker. (#4130)
+ Fix ~0 in EndFrameDrawDimmedBackgrounds() which is obsolete way of signifying "all round corners".
2021-05-20 18:14:16 +02:00
ocornut
86c2b609ef Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2021-05-19 19:05:01 +02:00
warriormaster12
2cdfcb8fd2 Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (#4151, #3759, #3227) 2021-05-18 15:08:04 +02:00
ocornut
31290807dc Merge branch 'master' into docking
+ fix warning fix for mingw+dx9
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	imgui.cpp
2021-04-30 22:52:46 +02:00
ocornut
33cdbe97b8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2021-04-19 20:05:59 +02:00
ocornut
34d4bc620d Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
2021-04-15 19:57:52 +02:00
ocornut
76902c482f Changelog: added docking+entries from 1.72 to 1.82 to increase their visibility. 2021-04-14 19:31:40 +02:00
ocornut
e5efa01920 Docking: Fix window menu button. Broken by 3f16a52 (#4043)
Worked on single-frame click.
2021-04-14 14:35:11 +02:00
ocornut
3f16a524c8 Docking: move NavWindow to SelectedTabId application lower to leave a chance for in-between code to alter focus. + store per-node window menu button id to simplify usage. 2021-04-13 18:45:08 +02:00
ocornut
646c873598 Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame. 2021-04-13 16:12:14 +02:00
ocornut
e87dd0e65d Docking: Fixed multiple simultaneously reappearing window from appearing undocked in their initial frame. 2021-04-12 19:47:37 +02:00
ocornut
539de4387b Docking: Fixed restoring of tab order within a dockspace or a split node.
(tests in "docking_tab_order")
2021-04-12 16:51:05 +02:00
ocornut
65cd14502c Fix popup positioning, broken by 84e6fe4. (#3991, #3982) 2021-03-31 19:10:12 +02:00
ocornut
6ddcdbe3e8 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2021-03-31 16:41:17 +02:00
ocornut
9251eac585 Docking: fix undocking from tab-bar by moving mouse horizontally, amend 3ed07a8 + d705192.
Automation system may drag e.g. right-most tab far left (and vice-versa) and one frame and our current logic would fail at it.
2021-03-30 19:01:37 +02:00
ocornut
3ed07a8f0b Docking: removed io.ConfigDockingWithShift option. (#2109) 2021-03-30 15:00:16 +02:00
ocornut
0e0a783b8c Docking: fix undocking from tab-bar by moving mouse horizontally, broken by d705192. 2021-03-30 14:52:10 +02:00
ocornut
5991851eb9 Docking: DockSpace() returns its node ID + adding branch changelog. 2021-03-26 18:40:19 +01:00
Rokas Kupstys
a4adf60576 Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837). 2021-03-26 12:49:56 +01:00
ocornut
b79b1cb9c0 TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.
Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)
2021-03-25 19:17:30 +01:00
Rokas Kupstys
d7051928d9 TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.
Fixes tab reordering in test engine when using fast mode.

# Conflicts:
#	imgui_widgets.cpp
2021-03-25 19:15:36 +01:00
ocornut
b305953bd1 Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967) 2021-03-25 17:13:25 +01:00
ocornut
e7577d570e Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-03-25 16:57:01 +01:00
ocornut
ca34c81ce9 BeginMainMenuBar(): remove expectation that we don't know menu bar height ahead, allowing up to generalize placement in any direction (will be done in master)
Amend 75de34e281
2021-03-25 15:21:23 +01:00
ocornut
085cff2fe5 Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) 2021-03-18 18:16:49 +01:00
Rokas Kupstys
b17bfdd6f4 Docking: Add support for split_outer in DockContextCalcDropPosForDocking().
Misc: Add FIXME regarding behavior of some window fields.
2021-03-18 12:21:47 +01:00
ocornut
81e0b18e38 Merge branch 'master' into docking 2021-03-16 16:10:29 +01:00
ocornut
b202fa9063 Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease further manipulations.
Kind of a welcome hack.
2021-03-16 16:01:12 +01:00
ocornut
2231e1a369 Docking: Dockspace() never draws a background. (#3924) 2021-03-16 14:30:36 +01:00
ocornut
256594575d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-03-15 20:38:34 +01:00
CheckmateAt7
cfe83c4b44 Removed deprecated flag stopping compilation (#3902) 2021-03-12 18:02:46 +01:00
ocornut
0157502eab ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners. 2021-03-12 16:33:29 +01:00
ocornut
f1bf642e8f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	misc/debuggers/imgui.natvis
2021-03-11 16:32:14 +01:00
ocornut
4b9bc49020 Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin(). 2021-03-10 17:10:07 +01:00
ocornut
d5a4d53000 Viewports, Backend: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch (ok in master), GLFW: Fix application of WantSetMousePos. (#1542, #787)
Shows how little this feature is used with nav (was designed for small devices and frankly may be dropped) - but the backend support itself we will make use of for other features.
2021-03-05 17:22:22 +01:00
ocornut
705f082674 Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop->RootWindow.
Why?  So by default RootWindow matches user expectation on both branches, and RootWindowDockTree is more intentful.
(Actually should reduce diff between master<>docking)
2021-03-05 16:24:29 +01:00
ocornut
80533ea5e1 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2021-03-05 16:04:15 +01:00
ocornut
6aee4bcdc5 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-03-02 18:27:07 +01:00
ocornut
b794ecc079 Internals: Docking: some renaming. 2021-03-02 12:12:38 +01:00
David Maas
732cd837a9 Added missing IMGUI_API to internal docking-related structs. (#3850) 2021-02-27 21:15:38 +01:00
Rokas Kupstys
839ecce571 Internals: Add a way to request window to not process any interactions for specified number of frames. 2021-02-25 15:12:53 +01:00
ocornut
3ec14186cb Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213) 2021-02-18 14:11:14 +01:00
ocornut
a4e4f57cb0 Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated Docking/Viewports part of Changelog (e.g. removed bits that are now already in master, clarified some added bits) 2021-02-18 12:55:10 +01:00
ocornut
ffa863a3ba Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
2021-02-18 11:41:27 +01:00
ocornut
3d75f438bc Docking: Made close button enable logic consistent on dockspace. When no docked window have a close button or it is disabled on the node, the space is given to tabs.
Clarified close_button_is_visible vs close_button_is_enabled behavior in DockNodeUpdateTabBar().. (#3633, #3521)
Reduced alpha of disabled close button a little bit further.
Removed 'EnableCloseButton' which was actually unused (can't be infered early, need ->VisibleWindow anyway, which is not == ->ActiveWindow)
2021-02-12 21:17:31 +01:00
Adam Kewley
7180e9ac66 Remove redundant GetMainViewport decl in imgui.h (#3801, #3800) 2021-02-11 10:03:14 +01:00
ocornut
239d09804d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2021-02-10 21:28:16 +01:00
ocornut
04f7ea818d Viewports: Setting the new (currently dummy) flags on viewports. (#3789, #1542, #3680, #3350, #3012, #2471)
Amend the merging of f14042ca78 (merge ee59d7a266)
2021-02-10 16:42:22 +01:00
ocornut
ee59d7a266 Merge branch 'features/viewport_in_master' into docking (WIP need adding code for new ImGuiViewportFlags values)
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2021-02-10 16:34:17 +01:00
ocornut
3607c42bec Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
Revert 6bc52667
Showing inferred order and missing flags in metrics.
2021-02-10 14:31:23 +01:00
ocornut
2a5eaf239f Misc tweaks - mostly toward minimizing diff in upcoming backport merge of a few viewport structures in master 2021-02-10 14:28:04 +01:00
ocornut
6f5f80a544 Fix for compiling imgui_internal.h without operators + made GetWorkRect() consistent with clamped WorkSize. 2021-02-09 14:08:48 +01:00
ocornut
7a516a266d Merge remote-tracking branch 'origin/master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2021-02-09 13:17:24 +01:00
ocornut
73ccb7e4b8 Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch. 2021-02-09 13:15:01 +01:00
ocornut
1a3af8cb4c Viewports: trying to treat GetMainViewport() as const. Reducing unnecessary casts of ImGuiViewportP*
Metrics: readded root Drawlists node in metrics to match master.
The (void*) casts are implying const-casst but currently left GetMainViewport() as returning non-const.
2021-02-09 13:15:01 +01:00
ocornut
862bfc53d3 Viewports: Moved in own section of imgui.h ahead of merging a small part of viewport interface to master. 2021-02-09 11:47:55 +01:00
ocornut
fa55b0cb60 Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept)
Use GetMainViewport() if stuck.
2021-02-05 16:14:47 +01:00
ocornut
22d9a61b33 Docking: fix gap in hit test hold when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733) 2021-02-02 15:16:46 +01:00
GamingMinds-DanielC
84e8802891 Docking: on node split, update memorized DockId for currently closed windows (#3716)
Amended by @ocornut with same fix in DockBuilderRemoveNodeChildNodes().
2021-02-01 17:56:20 +01:00
ocornut
577e7cb493 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-01-28 21:02:13 +01:00
ocornut
cff8162454 Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)
Cannot repro here but appears to a user on Linux. Fix may be not super solid.
2021-01-28 16:03:59 +01:00
Sammy Fatnassi
376c88a864 Fixed some compile warnings with Clang on Windows (#3754) 2021-01-26 14:10:10 +01:00
ocornut
bb26751b94 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2021-01-21 20:38:42 +01:00
ocornut
ebbb98d519 Docking: docked window honor tab and text colors by storing them. (#2771)
Later to lead into #2700 and #2539
Move tab submission block above in DockNodeUpdateTabBar(), not strictly necessary for this change as is, but useful if needing to apply override for TitleBg* as we'd need a value for node->VisibleWindow earlier than currently set.
2021-01-18 18:32:46 +01:00
ocornut
9e4956d86b Docking: added comments. added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
(Could probably do something similar with TabBarFlagsOverrideSet+Clear for #2700 later.)
2021-01-18 18:32:46 +01:00
ocornut
388ca563db Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx12.cpp
2021-01-15 19:20:42 +01:00
ocornut
70703da782 Merge branch 'master' into docking 2021-01-08 18:55:16 +01:00
ocornut
b11518d7d7 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2021-01-05 16:46:38 +01:00
ocornut
7b53551032 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2020-12-22 17:17:49 +01:00
ocornut
06e87014f2 Merge branch 'master' into docking
# Conflicts:
#	imgui.h
#	imgui_internal.h
2020-12-11 23:10:06 +01:00
ocornut
dd4ca70b0d Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_demo.cpp
2020-12-04 19:22:15 +01:00
ocornut
657589ab47 Backends: Vulkan+Viewports: fixed build, removed extraneous pipeline creation (770c9953, e8447dea, 6a0e85c5) (#3459, #3579) 2020-12-04 11:29:53 +01:00
ocornut
c1ffac2fee Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-12-03 20:05:49 +01:00
ocornut
4da92b89ed Viewports: fix incorrect whitening of popups above a modal if both use their own viewport + fix pvs warning. 2020-11-19 18:31:13 +01:00
ocornut
3dcbcd8bf0 Internals: added IsWindowAbove() for use for modal/viewport bugfix. 2020-11-19 18:31:10 +01:00
ocornut
cecf6b4209 Viewports: made standalone modals appear in taskbar + new window perform z-check before merging in main host viewport. (#3511, #1542)
This should fix a good amount of "lost modal" problems, however it is still possible to loose a modal in a host viewport if secondary viewports are configured as children above the host.
2020-11-19 16:07:07 +01:00
ocornut
b2a91dc390 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-11-13 22:04:28 +01:00
ocornut
ac08593b96 Merge branch 'master' into docking + tweak dock node padding + use CheckboxFlags with int
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-11-05 21:36:22 +01:00
ocornut
e3ac52630a Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-10-31 00:47:57 +01:00
ocornut
455c21df71 Merge branch 'master' into docking + dockspace demo comments
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
#	imgui_internal.h
#	imgui_widgets.cpp
2020-10-19 15:08:32 +02:00
ocornut
d3a80d9f1b Internals: Docking: More fixes to make DockNodeBeginAmendTabBar() viable (probably some issues left) 2020-10-15 15:02:05 +02:00
ocornut
b26f1530b7 Internals: Docking, Tab Bar: Add DockNodeBeginAmendTabBar() and work toward making hybrid dock node with windows tab bars somehow work (not done). 2020-10-15 12:18:20 +02:00
ocornut
bae2240eda Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
# Conflicts:
#	imgui_widgets.cpp
2020-10-14 18:36:03 +02:00
ocornut
042a3b01d2 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	examples/README.txt
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_directx11/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2020-10-14 14:44:03 +02:00
ocornut
682249396f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-10-08 16:05:55 +02:00
ocornut
958e58b06b Merge branch 'master' into docking
# Conflicts:
#	examples/example_apple_opengl2/main.mm
#	imgui.cpp
2020-10-01 13:33:08 +02:00
ocornut
c49330fc52 Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499) 2020-09-30 14:11:22 +02:00
ocornut
fa004ae79a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_examples.sln
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx12.h
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2020-09-22 17:00:57 +02:00
Sven Balzer
42575d4a99 Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) 2020-09-17 09:47:04 +02:00
ocornut
6bc526676c Viewports: Comments, removed unnecessary use of ViewportFrontMostStampCount (the LastFrontMostStampCount is enough) 2020-09-16 12:29:46 +02:00
omar
e230ec5a01 Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD] 2020-09-16 11:05:02 +02:00
omar
770c995365 Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow(). 2020-09-08 22:44:24 +02:00
omar
78f753ffff Merge branch 'master' into docking + incl add wd->Pipeline in ImGui_ImplVulkan_RenderDrawData platform code (#3455, #3459) 2020-09-08 17:02:58 +02:00
Doug Binks
aa8e09d7f1 Backends: GLFW: workaround for cases where glfwGetMonitorWorkarea fails (#3457) 2020-09-07 10:49:34 +02:00
ocornut
36c331ff74 Merge branch 'master' into docking
# Conflicts:
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
#	imgui_internal.h
2020-09-02 12:47:07 +02:00
ocornut
8dacb4da20 Docking: Fixed DockNode tab bar initial order broken by 8c80d533d 2020-09-02 12:11:45 +02:00
ocornut
fc625d249f Internals: Begin: update ->Hidden flags only on first begin of the frame. (ignore whitespace to see simple diff)
# Conflicts:
#	imgui.cpp
2020-09-01 15:28:06 +02:00
ocornut
34077c0140 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-09-01 12:07:35 +02:00
ocornut
600b8f60b4 Docking: Fixed crash in metrics. 2020-08-28 20:20:28 +02:00
ocornut
e9053515bb Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
2020-08-25 19:29:06 +02:00
ocornut
30f0900b1c Docking: Fix honoring payload filter with overlapping nodes. (we incorrectly over-relied on g.HoveredDockNode when making change for #3398)
Essentially undo part of 85a661d (#3398) + ref cf31254 (#3420)
2020-08-25 19:17:46 +02:00
ocornut
831e2c920e Docking, Viewport: Fixed a rare edge-case if the window targetted by CTRL+Tab stops being rendered. 2020-08-21 18:44:56 +02:00
ocornut
cf312545e8 Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d27. Improve metrics debugging. 2020-08-21 16:34:34 +02:00
ocornut
d6f3a8848d Viewports: Backends: DirectX9: Allow D3DERR_DEVICELOST on secondary viewports. (#3424) 2020-08-21 15:02:52 +02:00
ocornut
9d20a5f0a5 Docking: DockSpace() emits ItemSize() properly + dockspace demo (works now since 05a25e5f3) 2020-08-20 22:54:33 +02:00
ocornut
ad8fdc917f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-08-20 22:42:14 +02:00
ocornut
05bc204dbd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.h
2020-08-18 17:51:43 +02:00
omar
b36d1d465d Docking: Untangle a little bit of the ActiveIdClickOffset mess. 2020-08-18 12:40:43 +02:00
ocornut
25a9209b75 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2020-08-17 23:29:17 +02:00
omar
a9626e1162 Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109) 2020-08-11 11:52:13 +02:00
omar
a5ba26806f Make moving window prevent its active id from being stolen (#3392, #3243, #1738)
Amend 7b3d379, 615e9ae3
2020-08-10 16:28:46 +02:00
omar
dbc70f21a9 Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a4. Most typically noticable when disabling multi-viewport. 2020-08-10 15:54:41 +02:00
omar
85a661d276 Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an empty node. (#3398) 2020-08-10 12:55:37 +02:00
omar
acf043a675 Docking: Moved code unjustly in DockNodeTreeFindNodeByPos() out of it and into caller (should have no side-effect ideally). Removed dupe in Begin() from earlier merge. 2020-08-10 12:52:23 +02:00
omar
2c13a74a9d Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
2020-08-10 11:35:51 +02:00
omar
de1588928b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-08-03 19:54:31 +02:00
omar
70fa37527d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2020-07-29 15:15:14 +02:00
Rokas Kupstys
3d4af15d1d Backends GLFW: Use GLFW_MOUSE_PASSTHROUGH when available. 2020-07-17 18:44:09 +02:00
omar
cba52b66af Backends: GLFW: Fixed enabling ImGuiBackendFlags_HasMouseHoveredViewport broken by 950539b7.
As it turns out, back-end passing NULL hovered with HasMouseHoveredViewport is also broken which defeats some of its purpose.
2020-07-17 18:14:04 +02:00
omar
f79f0e42f7 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
2020-07-14 18:38:47 +02:00
omar
cbade7b16d Docking: Workaround recovery for node created without the _ockSpace flags later becoming DockSpace. (#3340) 2020-07-10 19:17:49 +02:00
omar
b626dd57d3 Backends: DX12, Viewports: Tidying up, renaming. 2020-07-10 12:20:03 +02:00
omar
cb1d578470 Backends: DX12, Viewports: Fixed issue on shutdown when viewports are disabled. (#3347) 2020-07-10 12:09:24 +02:00
omar
4f5aac319e Docking: moved local-ish IMGUI_DOCK_SPLITTER_SIZE to DOCKING_SPLITTER_SIZE at the top of the file. 2020-07-03 15:51:05 +02:00
omar
fc9d6b6cb5 Docking: Added experimental flags to perform more docking filtering and disable resize per axis. Designed for toolbar patterns.
The local/shared flags specs, saving and inheriting rules are pretty inconsistent at the moment.
2020-06-30 19:55:59 +02:00
omar
4bdbea8375 Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be properly handled but this is a step toward toolbar emitting size constraints. 2020-06-30 18:53:13 +02:00
omar
2b9d88196e Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on WantLockSizeOnce forever (#3328)
(Ensure if the fact that WantLockSizeOnce was kept when only 1 child is visible was desired/desirable)
2020-06-30 18:52:02 +02:00
omar
90ea7e2f2f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-06-30 16:43:16 +02:00
omar
ddabfc3477 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2020-06-29 17:15:40 +02:00
omar
f4f04cb5ec Windows: Amend 6b0cf2e6 to facilitate working in viewport branch + handle safe area padding and ConfigWindowsMoveFromTitleBarOnly.
# Conflicts:
#	imgui.cpp
2020-06-25 23:14:46 +02:00
Rokas Kupstys
d7ef56dca2 Windows: Fix unintended window size changes when resizing windows close to main viewport edges. 2020-06-25 22:58:39 +02:00
omar
5628416bd3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2020-06-25 14:03:40 +02:00
omar
7538bbabb6 Demo: Commented out ideas on another way to center a window. 2020-06-23 19:01:40 +02:00
omar
e1d7e14717 Viewports: used main viewport for centering (wip), clarified the meaning of how ImGuiPlatformMonitor WorkPos/WorkSize should be set if unknown, added asserts. 2020-06-23 18:42:01 +02:00
omar
a616ff5d4a BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. (#915, #3091)
# Conflicts:
#	imgui.cpp
2020-06-23 17:54:55 +02:00
omar
76e40fe5d1 Docking: Fix misuse of PushClipRect in UpdateWindowManualResize(). (#3311) 2020-06-20 22:09:58 +02:00
omar
20d61f5f62 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-20 22:06:01 +02:00
ocornut
2665288b30 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-11 11:36:38 +02:00
ocornut
8baa4ccff5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-06-06 20:31:24 +02:00
ocornut
5d472c4895 Merge branch 'master' into docking + fixes for #3259
# Conflicts:
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2020-05-25 18:32:15 +02:00
ocornut
0fe5170bc4 Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch + comments (#1542) 2020-05-25 16:28:55 +02:00
ocornut
615e9ae345 Docking: Fix undocking (#3243), amend 7b3d3798 (#1738) 2020-05-18 15:08:47 +02:00
omar
3b3af6b731 Docking: Fix extraneous function declaration (#3236) + moved some other declarations in imgui_internal to facilitate moving docking code. 2020-05-16 16:11:42 +02:00
omar
e4d8267188 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-05-16 14:14:51 +02:00
omar
1cd32d3afe Docking: moving small docking context to imgui_internal.h, removed unnecessary indirection, renaming. 2020-05-14 00:19:56 +02:00
Chris Savoie
03ea87ea28 Backends, Win32: Request monitor update when dpi awarness is enabled to make sure they have the correct dpi settings. 2020-05-11 19:31:35 +02:00
Chris Savoie
c46b79846c Metrics: Fix metrics crash with viewports. 2020-05-11 17:54:07 +02:00
omar
6636cb9f2f Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213) 2020-05-11 17:29:50 +02:00
Ivan Zinkevich
1e7672acf4 Backends: DX12: Fixed OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
Tested with detaching/attaching a viewport and resizing it. DX12 debug
layer is clean.
2020-05-08 17:26:46 +02:00
omar
8596f2b0fc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-05-08 17:07:40 +02:00
omar
538d28e29e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-05-08 00:00:03 +02:00
omar
574ff0a280 Docking, Settings: Allow reload of settings data at runtime. (#2573) 2020-05-07 23:28:29 +02:00
omar
51e568f9dc Docking: Fix to allow basic reload of non-docking .ini data (following d33021d8) + moved settings blocks 2020-05-07 23:26:59 +02:00
omar
582f4db59b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2020-05-07 22:13:47 +02:00
omar
5116eee108 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-05-04 15:05:07 +02:00
omar
7ddc1adefb Internals: FIxed commented out IMGUI_DEBUG_LOG_xxx macros, added extra. Revert incorrect 103c5edaa. 2020-04-22 16:41:18 +02:00
ocornut
266dff9bed Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_internal.h
2020-04-20 11:33:56 +02:00
Rokas Kupstys
7f8b076f2b Viewports, Backends: GLFW: Fix windows resizing incorrectly due to GLFW firing window positioning callbacks on next frame after window is resized manually. (#2117)
+ Docking fixed PVS warning
2020-04-18 11:27:34 +02:00
Patryk Czachurski
36ac557df0 Docking: Fix unused variable warning. (#3135) 2020-04-18 11:09:44 +02:00
SergeyN
013013737f Viewports, Backends: DX12: Fix for crash caused by early resource release. (#3121) 2020-04-13 15:26:03 +02:00
omar
b8e2b2bd6b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-04-12 20:24:18 +02:00
omar
71eb4034eb Viewports: Fixed viewport merge code not testing the Minimized flag correctly. (#3118) 2020-04-12 17:48:24 +02:00
Rokas Kupstys
c142540705 Viewports, Backends: GLFW: Avoid using window positioning workaround for glfw versions that have it fixed. Amend 09780b8. 2020-04-07 14:15:46 +02:00
omar
3930472f34 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-04-06 18:16:13 +02:00
omar
6d03f93067 Docking: Fixed assert preventing dockspace from being stored into a tab. (#3101) 2020-04-06 15:03:01 +02:00
omar
0e884304ee Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
2020-04-02 14:27:48 +02:00
omar
9085c2cae2 Docking: Fixed unused definition leftover from a hasty merge. 2020-03-24 18:51:04 +01:00
Rokas Kupstys
e8568f3ec9 Menus: Fix appending to main menubar (#3068). 2020-03-24 18:20:06 +01:00
omar
16a9488c13 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2020-03-19 12:44:53 +01:00
ocornut
ea0399414c Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-03-11 22:30:34 +01:00
ocornut
1abb02fb67 Viewports: Fix for UWP on IME code moved back-end side (#2895, #2892) + Docking: Comments. 2020-03-11 22:28:31 +01:00
ocornut
fbaf65b8f6 Revert "Viewports: Renamed UpdatePlatformWindows > PlatformWindowsUpdate, RenderPlatformWindowsDefault -> PlatformWindowsRender, DestroyPlatformWindows > PlatformWindowsDestroy (#1542)"
This reverts commit f2c7f3b200.
2020-03-06 17:53:09 +01:00
ocornut
f2c7f3b200 Viewports: Renamed UpdatePlatformWindows > PlatformWindowsUpdate, RenderPlatformWindowsDefault -> PlatformWindowsRender, DestroyPlatformWindows > PlatformWindowsDestroy (#1542) 2020-03-06 17:28:32 +01:00
ocornut
1b579a110d Viewports: Lots of comments about setting up multi-viewports. (#1542) 2020-03-06 17:25:25 +01:00
Rokas Kupstys
7e00cde8a9 Disable false-positive warning that papeared in pvs-studio v7.06.37052.34. 2020-03-05 15:26:20 +01:00
ocornut
1ecc1db226 Fix GCC warning 2020-03-05 12:35:01 +01:00
ocornut
a7ace918fe Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
2020-03-05 11:48:57 +01:00
ocornut
91ac93f9a6 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2020-03-03 17:06:38 +01:00
ocornut
05c3e0b898 Merge commit 'caca55c642d16cf1c2649831c5d06b1f26146d12' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2020-03-03 17:03:47 +01:00
omar
103c5edaaa Internals: debug log macros. 2020-02-27 16:10:36 +01:00
ocornut
75de34e281 Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DocksapceOverViewport() and demo code (overlay etc) (#3035, #2889, #2474, #1542, #2109)
Clarified that BeginMenuMainBar() had an incorrect knowledge of its height (which was previously harmless).
Designed to easily allow for status bars although we don't have/use them yet, but custom code could use them.
2020-02-26 23:58:45 +01:00
ocornut
f032ad6b1f Viewports: Renamed GetRect() to GetMainRect() in prevision for work rect. Comments 2020-02-26 21:02:25 +01:00
ocornut
871727dd2f Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939) 2020-02-25 15:51:57 +01:00
Rokas Kupstys
3ff13edad9 Viewports: Improve menu positioning in multi-monitor setups.
This change uses mouse position for initial positioning of popup menus. It ensures that menu appears in expected location on monitor mouse is currently hovering. This change fixes incorrect menu positioning (permanent or on the first frame) when menu item spans multiple monitors.
2020-02-25 15:05:58 +01:00
ocornut
7d80a8f4f5 Backends: Fix ImGui_ImplSDL2_InitForMetal() in docking branch. 2020-02-20 12:21:11 +01:00
ocornut
3c80d57dc7 Viewports, Window: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate the items. Also simpler and more standard.
Amend d8f9f6ba2a and 377f730054.
2020-02-19 23:43:04 +01:00
Omar
bb1e6f8af6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
2020-02-17 18:33:59 +01:00
omar
8432d1bfc7 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2020-02-10 14:03:12 +01:00
omar
7e2d172ae5 Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled. 2020-02-09 17:31:18 +01:00
omar
3bde375078 Nav, Docking: Fixed failing to restore NavId when refocusing due to missing nav window. 2020-02-02 22:40:56 +01:00
omar
365b639981 Nav, Docking: Fixed failing to restore NavId when refocusing a child within a docked window. 2020-02-02 22:17:44 +01:00
omar
d4fc525614 Nav, Focus: Fixed messed up Ctrl+Tab order with Docked windows.
Amend d9bca0d853, fc41839cab, fc42528f13 for docking.
2020-02-02 21:24:53 +01:00
omar
5be649e082 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2020-02-02 21:21:54 +01:00
omar
4b4be11fd2 Docking: Clarifying that DockNode!=NULL when DockIsActive. Comments. Cleanup. 2020-01-31 14:57:47 +01:00
omar
e7bfcb970e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2020-01-30 15:21:16 +01:00
Rokas Kupstys
7794b104c5 Backends: SDL/Viewports: Fix crash when SDL backend is used with DirectX graphics API and system does not support Vulkan.
We must pass this flag only when we intend to render using vulkan backend.
2020-01-29 14:03:04 +01:00
omar
3b828e6f96 Fix following bbe946f (ImRect <> ImVec4) 2020-01-28 20:29:07 +01:00
omar
bbe946fb6c Minor fixes/tweaks (some to reduce drift wiih master branch) 2020-01-28 20:08:04 +01:00
omar
377f730054 Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect (can happen with OS decoration on). (#1542) 2020-01-27 17:57:07 +01:00
omar
f5528001f6 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	imgui.cpp
#	imgui_internal.h
2020-01-27 14:57:00 +01:00
omar
f68075b333 Docking: Added DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear (experimental) 2020-01-24 14:20:52 +01:00
omar
f1b5c742ff Viewports: Add various comments 2020-01-20 19:59:55 +01:00
omar
7e068da2bd Docking: Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) 2020-01-20 19:29:25 +01:00
omar
44174b1fa1 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
#	imgui_internal.h
2020-01-14 20:01:27 +01:00
omar
861f786d81 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2020-01-10 14:38:09 +01:00
Rokas Kupstys
f6951bb67d Viewports: SDL2: Honor NoTaskBarIcon flag under non Win32 OS. (#2117) 2020-01-07 21:13:24 +01:00
omar
3b1b5266e5 Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960) 2020-01-02 22:50:56 +01:00
omar
c163b856d7 Docking: Fix for IMGUI_DEBUG_INI_SETTINGS=1, comments 2020-01-02 22:35:29 +01:00
omar
07eb7adbb4 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-12-20 16:36:41 +01:00
omar
4c108d22f0 Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking
# Conflicts:
#	imgui.cpp
2019-12-19 17:01:22 +01:00
omar
c706ff6f3a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2019-12-18 20:49:41 +01:00
omar
992736dc5d Merge branch 'refs/heads/master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-12-13 17:06:27 +01:00
omar
927580d4a8 Docking: Cleanup, rename DockNodePreviewDockCalc() -> DockNodePreviewDockSetup() 2019-12-04 23:06:36 +01:00
omar
a1e4af62d3 Docking: Fix bug added in 71a58261 + Misc docking omments 2019-11-28 20:52:46 +01:00
omar
28dd8d7efd Docking: Fixed various conflicts not properly resolved on 813e0c1
New git client confusion.
2019-11-27 19:27:44 +01:00
omar
4dff49b2f1 Docking, Viewports: Moving code.
Moved NewFrame() sanity checks in NewFrameSanityChecks().
Moved some of DockNodeUpdate() into DockNodeUpdateForRootNode().
2019-11-27 19:13:15 +01:00
omar
71a58261f6 Docking: Internals: Removed redundancy in code path leading to the BeginAsDockableDragDropSource(), clarified UpdateMouseMovingWindowEndFrame()
Note that the ConfigWindowsMoveFromTitleBarOnly path for UpdateMouseMovingWindowEndFrame() would previously test the window->RootWindow title bar instead of window->RootWindowDockStop. This didn't have any side effect afaik because we wouldn't enter that function anyway as clicking on any tab bar would trigger the move before UpdateMouseMovingWindowEndFrame() does it. However for consistency made the UpdateMouseMovingWindowEndFrame()code more correct.
+ minor renaming
2019-11-27 18:57:01 +01:00
omar
8d1b82d596 Docking: Internals: Rename StartMouseDragFromTitleBar() -> StartMouseMovingWindowOrNode(), clarify. 2019-11-27 15:51:15 +01:00
omar
3096e7a9cd Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.
Amend 606175b9, d8ab2c1a.
However becomes inconsistent with viewport-enabled setup. Should report some of that logic in master, need back-end rework.
2019-11-26 21:02:28 +01:00
omar
1c3a9c8e74 Docking: Remove Size > 0.0f asserts added in 718e15c7 and 7c183dc6. (#2690, #2109, #2906)
In #2906 the zero input came from a minimized viewport, but even without it we cannot prevent DockNode size from eventually reaching zero as padding are taken from the starting size.
In a separate commit we'll however shortcut some of the existing codepath on zero-sized viewport to reduce the likehood of lossy side-effects (just like we don't call ClampWindowRect in Begin)
2019-11-26 20:25:54 +01:00
omar
813e0c18e6 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx12.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_metal.h
#	examples/imgui_impl_metal.mm
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	examples/imgui_impl_vulkan.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-11-26 12:23:43 +01:00
omar
3a82994429 Docking: Can undock from the small triangle button. (#2109,. #2645) 2019-11-22 23:12:16 +01:00
omar
106184bbea Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node, leading to empty space at the right of tab-bars with those flags. (#2109) 2019-11-22 23:11:21 +01:00
omar
3895363432 Merge branch 'master' into docking inc alter GetWindowResizeID
# Conflicts:
#	imgui.cpp
2019-11-18 13:58:50 +01:00
omar
a1e43c682a Merge branch 'master' into docking (with fixes)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-11-15 15:32:36 +01:00
omar
c3fd4ae473 Docking: comments 2019-11-12 11:06:02 +01:00
omar
69b5c2f541 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-11-08 15:45:12 +01:00
omar
a704614b3e Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-11-04 16:33:57 +01:00
omar
6024051a2f Viewport: Fixed 32380a0 (#2876) 2019-10-29 21:18:01 +01:00
omar
b3e94f5de8 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
2019-10-29 17:21:19 +01:00
omar
32380a0112 Viewport: Store current dpi scale in context. 2019-10-29 16:43:11 +01:00
omar
664fb38e39 Docking: child windows don't use style.ChildRounding. 2019-10-25 11:13:51 +02:00
omar
0cbb96895a Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx12.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
2019-10-24 15:11:37 +02:00
omar
7b77cb3bb8 Backend: DX12: Fixed incorrect assert (#2851) 2019-10-21 13:38:33 +02:00
omar
6faad0c34f Backend: DX12: Amend 899e485. Fix memory leaks. Remove unused variable. (#2851)
(cherry picked from commit 39e2db6d94c295e7468c6a5fb39d247c641fb123)
2019-10-18 18:21:44 +02:00
Ilya.Sevrikov
05c1f2795a Add multi-viewports for DX12. (#2851)
(cherry picked from commit 899e48565d1ecefde06063f99c75e702adcef175)
2019-10-18 18:21:35 +02:00
omar
7feccf9ab2 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	imgui.cpp
2019-10-18 16:50:30 +02:00
omar
bf4880f6a2 Merge branch 'master' into docking 2019-10-07 19:14:37 +02:00
omar
e0c0e53edf Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-10-04 19:22:42 +02:00
omar
6994bf10bc Merge branch 'master' into docking + fix for RenderMouseCursor()
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2019-09-24 17:14:51 +02:00
omar
3233d85d2f Merge branch 'master' into docking 2019-09-22 22:16:11 +02:00
omar
13f00331da Docking: Added ImGuiDockNodeFlags_NoDocking flag. (#2109) 2019-09-21 14:50:02 +02:00
omar
af93c21cf9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-09-18 17:27:14 +02:00
omar
cf98290873 Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560) 2019-09-17 18:32:26 +02:00
omar
1ca6ff974c Viewport: fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769) 2019-09-17 18:02:58 +02:00
omar
575df6f192 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
2019-09-17 16:35:50 +02:00
omar
0bdc145343 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-08-31 19:19:00 +02:00
omar
d049a7988c Docking: comments for DockBuilder API. 2019-08-31 16:51:12 +02:00
omar
a4af3cc814 Viewport, GLFW: Fix for #2756 under Windows. 2019-08-29 15:53:33 +02:00
Rokas Kupstys
a89a3cd2f1 Viewports, GLFW: Fix window having incorrect size after uncollapse. Issue manifests on Linux when window is in it's own viewport. (#2756, #2117) 2019-08-29 15:49:52 +02:00
Rokas Kupstys
09780b8b3d Viewport: Fix setting window size on macos (glfw). (#2767, #2117)
MacOS positions windows by their bottom-left corner why the rest of the world (including imgui) position windows by the top-left corner. This created an issue where collapsing imgui window would cause window header to remain at the bottom the full window rect. Likewise resizing window by using sizing handle caused window to grow upwards when we tried to expand window downwards.

This workaround moves window to the opposite direction by the delta of size change creating an illusion that windows are positioned by their top-left corner.
2019-08-29 13:02:42 +02:00
omar
9e294be5c5 Docking: Fix for node created at the same time as windows that are still resizing (typically with io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109)
The fix delay their visibility by one frame, which is not ideal but not very problematic as the .ini data gets populated after that
2019-08-29 10:45:33 +02:00
omar
a01d149369 Fixed context popup windows from not having the NoDocking flag. (#2763) 2019-08-28 10:52:17 +02:00
omar
483534b525 Internals: Using simpler ImVec2ih construct + fixed misnamed member. 2019-08-23 12:31:14 +02:00
omar
e1fca8d982 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-08-23 12:21:49 +02:00
omar
10a202422a Docking: Extracted some of BeginDocked() into a DockContextBindNodeToWindow() function.
Moved one of the undocking blurb to favor fast path.
(Commit intended to have no functional side effects)
2019-08-22 13:51:17 +02:00
omar
27431dcc6b Docking: fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node..(#2109)
Amend 515ecbddc2, not sure at this point if the (auto_dock_node) flag was needed at all.
Comments. Exposed DockContextGenNodeID() in imgui_internal.h
2019-08-22 13:51:16 +02:00
omar
d8f9f6ba2a Viewport: Fixed issue where resize grip would display hovered (before of extruded hit rectangle) while mouse is still off the OS bounds so click would miss it and focus the OS window behind expected one. (#1542) 2019-08-22 13:51:16 +02:00
omar
72090b646f Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created in NewFrame() as such, messing with popup viewport inheritance. 2019-08-22 11:35:17 +02:00
omar
aedcd2fb1a Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx11.cpp
#	imgui.cpp
2019-08-19 21:49:53 +02:00
omar
76ccbb899d Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing it back. (#1542)
Viewport: Fix modal reference viewport when opened outside of another window.
+ Comments
2019-08-19 11:58:30 +02:00
omar
5d87ee8d82 Internals: Added function index for Viewport and Docking. Renamed a few functions. 2019-08-16 15:29:58 +02:00
omar
451c756b01 Docking: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick. This also mitigate the common described by #2445, which becomes particularly bad with unfocused modal. (#1542) 2019-08-01 16:23:54 -07:00
omar
3aa9aae0be Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node) 2019-08-01 15:50:05 -07:00
omar
967073ba3d Viewport: Handle case where host window gets moved and resized simultaneous (toggling maximized state). There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542) 2019-07-31 20:08:06 -07:00
omar
b8d8355f10 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-07-31 14:34:58 -07:00
omar
07c52a25ff Docking: Recording dockspace parent window so pruning doesn't zealously lose the location of nodes. (#2109) 2019-07-29 15:56:59 -07:00
omar
cb2de62bb1 Docking: Renaming, comments. 2019-07-29 15:56:59 -07:00
Chris Savoie
949a9fa2cb Vulkan: Fix crash when viewports are disabled and memory leak on shutdown. (#2698) 2019-07-29 15:52:30 -07:00
omar
a1164399b0 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-07-27 18:21:41 -07:00
omar
e5b905481d Viewport: Refactored ViewportFlagsOverrideMask+ViewportFlagsOverrideValue into ViewportFlagsOverrideSet+ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
(cherry picked from commit 9437630872e7ca19065bee78fcafaab54a0d5bf2)
2019-07-24 13:45:18 -07:00
omar
7c183dc6a1 Docking: Explicitly inhibit constraint when docked for now (#2690, #2109)
Added asserts to catch issues.
2019-07-24 11:18:13 -07:00
omar
7fbd72b735 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-07-23 21:40:57 -07:00
omar
969278fc0b Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
Internals: Added IMGUI_DEBUG_LOG_DOCKING, IMGUI_DEBUG_LOG_VIEWPORT macros to easily enable/disable a bunch of logging code.
2019-07-23 21:29:43 -07:00
omar
efc4c0fe9d Internals: Made IMGUI_DEBUG_LOG redefinable in imconfig.h. Comments. Fix to allow Metrics's NodeWindow() being called with a NULL window. 2019-07-23 21:26:15 -07:00
omar
81b24bd728 Docking: Moving types in imgui.h 2019-07-23 13:37:52 -07:00
omar
db2581bee9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-07-23 13:35:01 -07:00
omar
75136d3bea Internals: Removed ShowDockingDemo(), moved into Metrics. Metrics: Added more links to browse window->node, node->window, node->node etc. 2019-07-22 11:51:04 -07:00
omar
0e6a096afd Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar. (#2109)
Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
2019-07-22 11:29:22 -07:00
omar
6f8d34768d Docking: Removed seemingly unnecessary test in TabItemEx() for undocking tab leading to window move. Added ImGuiDockNode::IsFloatingNode() helper to clarify code intent in various places. 2019-07-22 11:02:44 -07:00
omar
9cda3035fd Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2019-07-22 10:29:14 -07:00
omar
47f5ad32b7 Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. (#2109) 2019-07-21 12:05:04 -07:00
omar
9f35ba8546 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-07-19 15:19:10 -07:00
omar
7fd34d4f30 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-07-17 18:48:16 -07:00
omar
bb2aa5e770 Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645, #2109) 2019-07-17 13:55:00 -07:00
omar
56e10f1c35 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-07-16 18:29:31 -07:00
omar
718e15c7de Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame (because dock node ->Size was 0.0 unlike ->SizeRef) (#2109)
Docking: Added ImGuiDockNode to .natvis file.
2019-07-16 11:45:52 -07:00
omar
8bc6d976cb Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with ConfigDockingTabBarOnSingleWindows. (#2109) 2019-07-15 14:17:01 -07:00
omar
dd80db87a6 Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis via the ImGuiWindowClass override mechanism. (#1542) 2019-07-15 13:35:21 -07:00
omar
1f54c16f52 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-07-02 18:47:10 +02:00
omar
50d421fa19 Docking: Fixed GetBackgroundDrawList(), GetForegroundDrawList() overwriting ImDrawList flags after clear, leading to the AllowVtxOffset flag not being cleared. (#2638) 2019-06-26 09:52:25 +02:00
omar
adbbd17cb6 Addendum to #2635. Add support for multi-viewports in SDL+DX!! example. making all Win32-centric back-ends handle PlatformHandleRaw. Using the field to use/store the HWND for internal purpose in SDL/GLFW back-ends. (#1542) 2019-06-18 23:37:57 +02:00
Vincent Hamm
3e8eebfbec Viewport: Added PlatformHandleRaw. Update SDL+DX11 example. (#1542, #2635) 2019-06-18 23:16:52 +02:00
omar
2cbc0f1287 Restore SLN which in Docking branch includes more projects. 2019-06-18 23:13:12 +02:00
omar
e2c1f0a7cd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-06-18 23:12:50 +02:00
omar
ca43436cd3 Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676) + Tweaks, short path in FindPlatformMonitorForRect(). 2019-06-17 11:19:34 +02:00
omar
b27fd87177 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui.h
2019-06-17 11:10:14 +02:00
omar
07d3083279 Docking: Fixed rendering of outer decoration happening on non-visible docked window (#2623, #2109). Revealed by 0770449. We are actually better than before now, as previously those would get unnecessarily get rendered into a hidden draw list. 2019-06-13 10:19:14 +02:00
omar
d3d998a885 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/README.txt
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
2019-06-12 18:40:50 +02:00
omar
5f409c6fcc Merge branch 'master' into docking
# Conflicts:
#	examples/example_apple_opengl2/main.mm
#	examples/example_emscripten/main.cpp
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_glut_opengl2/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2019-06-06 16:20:12 +02:00
omar
63310acd58 Synced/merged minor cruft from master branch to minimize drift. Only meaningful change AFAIK is removing ImGuiComboFlags_PopupAlignLeft flag from the tab list combo emitted by TabBar. 2019-06-06 16:16:18 +02:00
omar
e6850891cc Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-06-05 16:09:06 +02:00
omar
440ad0b440 Merge branch 'master' into docking 2019-06-05 00:37:20 +02:00
omar
5cdd788f30 Comments (#2599). Moved branch Changelog above 1.71 wip one. Added some missing changelog bits. 2019-06-05 00:37:14 +02:00
omar
596d81a973 Merge branch 'master' into docking 2019-05-31 12:09:40 +02:00
omar
84f3ecc231 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-05-30 18:52:24 +02:00
omar
cc48f1e5dd Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_metal.h
#	examples/imgui_impl_metal.mm
2019-05-30 16:47:11 +02:00
omar
8dc04a4c9f Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.h
#	imgui_demo.cpp
2019-05-29 16:32:27 +02:00
omar
c72040a715 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx11.h
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_dx9.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	examples/imgui_impl_osx.h
#	examples/imgui_impl_osx.mm
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2019-05-29 16:20:26 +02:00
omar
c7c1bf177b Docking: Fixed DockBuilderRemoveNode() from overwriting other parent node flags when trying to move the CentralNode flag. 2019-05-28 00:06:21 +02:00
omar
5b0e59d9d5 Docking: Saving local _NoResize flag. (#2583) 2019-05-27 22:11:21 +02:00
omar
7c06d9f043 Docking: Saving the NoTabBar, NoWindowMenuButton, NoCloseButton fields of dock node into the .ini file. Added them to the Metrics window. (#2583, #2423, #2109). 2019-05-27 17:06:17 +02:00
omar
511e32e8ca Docking: Clarified terminology of docking/tablist/collapse button into Window Menu button matching master. Added private ImGuiDockNodeFlags_NoWindowMenuButton, ImGuiDockNodeFlags_NoCloseButton flags. (#2583, #2109) 2019-05-27 12:35:20 +02:00
omar
e5dfa0855f Docking: Honor style.WindowMenuButtonPosition setting in docking node. 2019-05-24 21:59:44 +02:00
omar
afad952450 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2019-05-24 21:58:17 +02:00
omar
fda1365c15 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-05-23 00:04:25 +02:00
omar
04022114d9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-05-21 14:47:29 +02:00
omar
1575a3fbcd Docking: Fixed temporarily losing Dockspace flag when merging remaining sibling back into a parent node. (#2563, #2109)
Would trigger an assert in the Passthru hole path. Broken by fd5859ed.
2019-05-19 17:00:17 +02:00
omar
7e772f6a51 Docking: Fixed undocking whole node (from collapse/docking menu button) from losing its size/pos. Made collapose/docking menu id easier to compute for testing. 2019-05-18 18:42:59 +02:00
omar
2e5860b5a0 Docking: Fixed incomplete merge of 36e714a leading to undocking. #2109 2019-05-18 13:00:00 +02:00
omar
4158cba1ff Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
2019-05-13 19:23:18 +02:00
Chris Savoie
b955e485f1 Fixed unused variables warnings when asserts are compiled out. (#2551) 2019-05-12 17:53:08 +02:00
Alzathar
02d6d2d487 Platform Binding for GLFW updated with the release of GLFW 3.3 (#2547)
* With the release of GLFW 3.3, it is now possible to detect correctly monitors working area (see GLFW_HAS_MONITOR_WORK_AREA). GLFW 3.3 also introduced the window hint GLFW_FOCUS_ON_SHOW. This fixed the case where a new created window (viewport) takes the focus even if not visible.

* Disable a GLFW 3.2 windows hack when GLFW 3.3 is detected (related to window focused when shown).
2019-05-11 10:54:56 +02:00
omar
b668726a38 Fixed a PVS Studio static analyzer warning. 2019-05-10 22:58:24 +02:00
omar
835a8b2c9b Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-05-10 22:56:43 +02:00
omar
239c8732d7 Viewports: Minor tweaks. (#2471) 2019-05-08 18:33:08 +02:00
omar
9bf3f910c8 Viewports: Fix to avoid SetNextWindowViewport being overrided by creation of a standalone viewport. (#2544, #1542) 2019-05-08 18:20:13 +02:00
omar
e6c982509d Examples: DirectX9: Fixes for multi-viewports. Avoid using a depth/stencil target for secondary viewport. (#2520, #2502) 2019-05-06 12:12:32 +02:00
omar
9ddb8493d5 Examples: DirectX9: Fixes for multi-viewports, destroying all swap chains. (#2520, #2502) 2019-05-06 12:07:29 +02:00
omar
76e61958fd Merge branch 'master' into docking
# Conflicts:
#	examples/README.txt
#	examples/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2019-05-06 10:16:43 +02:00
ibachar
4f22a45cb5 Removed git merge leftovers 2019-05-04 15:02:28 +02:00
omar
825b61e4ba Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_vulkan.cpp
#	imgui.cpp
2019-05-02 14:56:47 +02:00
omar
7e67aba286 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-04-29 13:06:55 +02:00
omar
a649d904d7 Examples: Emscripten: Fixed not enabling Docking and Nav by default. (#2494) 2019-04-26 00:28:28 +02:00
omar
dfb82d5c22 Merge branch 'master' into docking
# Conflicts:
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	imgui.cpp
2019-04-25 17:53:11 +02:00
omar
d0fb547dc1 Viewports: Avoid rendering/swapping secondary viewports that are minimized. (#1542, #2496) 2019-04-22 11:46:04 +02:00
omar
20f0cb0281 Docking: Fixed an issue where DockBuilderSplitNode() wouldn't update the CentralNode shortcut immediately, which was problematic for immediately following DockBuilderDockWindow(). (#2109) 2019-04-19 20:28:43 +02:00
omar
03b64defa5 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-04-19 19:52:45 +02:00
omar
655ebe4eaf Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2019-04-16 13:14:10 +02:00
omar
b89202824e Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2019-04-15 16:03:17 +02:00
omar
f70eacee8e Docking: Internal: Added helper for automation to process docking at the mouse level. 2019-04-13 19:50:30 +02:00
omar
433a7556c7 Docking: Fixed another issue where the resulting node of a split would sometimes recall the pos/size of previous host window. Spent a whole day adding framework for testing more of docking so hopefully we'll heading toward the magical world of less regressions. (#2109) 2019-04-13 19:19:56 +02:00
omar
712203dbcb Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-04-13 18:53:00 +02:00
omar
800fb26606 Docking: Renamed target_node > node in some functions to facilitate debugger watch use across functions. 2019-04-13 00:36:24 +02:00
omar
224f087a5f Docking: Rename typo Autority -> Authority + Rename DockContextNewFrameUpdateDocking -> DockContextUpdateDocking. 2019-04-13 00:36:24 +02:00
omar
092426bed2 Docking: Hold Shift to force disable docking. (#2109) 2019-04-13 00:27:44 +02:00
omar
c6f1b7b92a Tests: Added hook/tweaks for imgui-test engine. + Fixed warnings. 2019-04-13 00:27:44 +02:00
omar
328e4fa7e7 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2019-04-11 15:53:38 +02:00
omar
f3110a57cd Docking: Fixed an issue where newly created dock node override hosted window pos/size (#2109, #2386) 2019-04-11 14:51:01 +02:00
omar
cf029b3e1c Merge branch 'master' into docking 2019-04-08 18:05:52 +02:00
omar
7056032483 Merge branch 'vulkan_fix_docking' into docking 2019-04-07 16:23:34 +02:00
omar
50ceb25003 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
2019-04-07 16:23:31 +02:00
omar
9c364b16ff Merge branch 'vulkan_fix_master' into vulkan_fix_docking 2019-04-05 20:30:42 +02:00
omar
d61caf5714 Vulkan, Viewports: ImGui_ImplVulkan_RenderDrawData and renderer back-end automatically manage ImGui_ImplVulkanH_WindowRenderBuffers for each viewports so user doesn't have to do it. (#2461, #2348, #2378, #2097) 2019-04-05 18:52:45 +02:00
omar
e70f866ed2 Merge branch 'vulkan_fix_master' into vulkan_fix_docking (WARNING: as is the validation layer will error on same vertex/index buffer being used for all frames)
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_vulkan.h
2019-04-05 18:27:15 +02:00
MindSpunk
9acb158990 Vulkan, Viewports: Fix for resizing viewport windows crashing. (#2472) 2019-04-05 16:51:35 +02:00
omar
1ba79baab5 Vulkan, Viewports: Fixed ImGui_ImplVulkan_SetWindowSize() not recreating command-buffers, fence etc. (#2472, #2461, #2071) 2019-04-05 16:33:41 +02:00
omar
01de69de36 Vulkan: Note for unsupported feature with multi-viewports. (#2071) 2019-04-05 00:25:42 +02:00
omar
8ec24036d7 Vulkan: Viewports: Removed redundant field. 2019-04-05 00:01:25 +02:00
omar
29269d2aa8 Merge branch 'vulkan_fix_master' into vulkan_fix_docking
# Conflicts:
#	examples/imgui_impl_vulkan.cpp
2019-04-04 23:55:33 +02:00
omar
43a85dd02e Merge branch 'master' into docking 2019-04-04 22:10:18 +02:00
omar
9ba64f9fe3 Viewport: Fixed PushClipRectFullScreen() missing out on negative coordinates. Among other things, the outer highlight during CTRL+Tab wouldn't appear in negative coordinates monitors. (~#2176, #1542) 2019-04-04 22:02:36 +02:00
omar
49fb8e6c45 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl3.cpp
2019-04-03 11:17:26 +02:00
omar
9bf6509c6e Docking: Fixed focus restore lagging by a frame when a tab stops being submitted. (#2109) Building on a little build of technical debt there, should transition toward a more general docking-agnostic system (#2304) 2019-03-28 18:43:27 +01:00
omar
5af385ea78 Viewport: Renamed member + added note about a Docking issue with restoring focus. 2019-03-28 18:02:03 +01:00
omar
47219dd5c6 Docking: Remove code in BeginDocked() to set HiddenFramesCannotSkipItems based on upcoming tab bar selection, solely based on focus (might break something subtle?). Follow-up to c355ed1267. (#2453, #2109) 2019-03-28 16:13:06 +01:00
omar
b6ae8a0dca Docking: Disable SkipItems when directly/programmatically focused (possible generalization of code currently in BeginDocked which relies on tab bar interaction, will remove that code in next commit). (#2453, #2109) 2019-03-28 16:11:50 +01:00
omar
a33d45d7cd Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2019-03-28 15:48:25 +01:00
omar
5a665e423c Docking: Added ImGuiDockNodeFlags_NoTabBar (not exposed publicly). (#2423, #2109) 2019-03-27 20:44:49 +01:00
omar
fc95da8aa3 Docking: Internals: Moved CentralNode and HiddenTabBar state into LocalFlags for consistency. (#2423, #2109) 2019-03-27 20:32:44 +01:00
omar
fd5859ed04 Docking: Separating SharedFlags vs LocalFlags in dock node so settings can be applied to individual nodes. Made _NoResize logic on single node applies as expected. (#2423, #2109) 2019-03-27 19:00:36 +01:00
omar
75e3793f4d Docking: Fix DockBuilderAddNode() not storing flags when creating floating node. 2019-03-27 17:36:52 +01:00
omar
8d4b5fef1d Renamed ImGuiDockNodeFlags_Dockspace to ImGuiDockNodeFlags_DockSpace for consistency. DockBuilderCopyDockspace() to DockBuilderCopyDockSpace(). Made casing consistent elsewhere. (#2109) 2019-03-27 17:36:52 +01:00
omar
04a9ce3a18 Docking: Renamed ImGuiDockNodeFlags_PassthruDockspace to ImGuiDockNodeFlags_PassthruCentralNode. + Comments, shallow tweaks. (#2109) 2019-03-27 16:16:31 +01:00
omar
87883abd86 Docking: Tweak and silencing PVS studio static analyzer (back to zero warnings among our selected ones). 2019-03-26 14:15:56 +01:00
Tom Watson
f20725eada Docking: Fixed an issue where windows docked into a node that's part of their dockspace wouldn't recover their order correctly after init. (#2109)
(It only worked on floating dock node for the accidental reason that BeginDocked would generally early out on the first frame)
2019-03-26 13:58:03 +01:00
omar
26646f2450 Docking: Wrapping tab bar creation/destroy to make it easier to debug them. 2019-03-26 12:41:50 +01:00
omar
f208fd7ebb Docking: Fixed crash with ImGuiDockNodeFlags_AutoHideTabBar flag. (#2423, #2109) 2019-03-26 12:33:58 +01:00
omar
9350158d61 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2019-03-25 16:08:09 +01:00
omar
7a5196601e Docking: BeginDocked() doesn't need to rely on tab bar data (will allow removing tab bar). 2019-03-18 09:48:06 -07:00
omar
c7619d4a6a Docking: Preserve existing docked nodes when setting the ImGuiDockNodeFlags_NoDockingInCentralNode flag. (#2423, #2109) 2019-03-18 09:48:00 -07:00
omar
7ba774a440 Viewports: Fixed being unable to refocus windows when ConfigViewportsNoTaskBarIcon + ConfigViewportsNoDecoration are enabled. (#2420, #1542) [@PathogenDavid] + comments. 2019-03-15 15:35:46 +01:00
omar
b1af4d36ce Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2019-03-13 15:30:35 +01:00
omar
c3f20f6b81 Viewport: DestroyPlatformWindow() skips calling user function if PlatformWindowCreated is set. + Clarified comment about implicit Debug viewport which may be hogging a viewport. 2019-03-13 11:27:30 +01:00
David Maas
e7dca4fec2 Fixed main viewport not being marked as created, which broke updating the IME input position for the main viewport.
This change also removes the logic scattered about that compensated for PlatformWindowCreated being wrong for the main viewport.
2019-03-13 10:59:32 +01:00
omar
9afb849e16 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
2019-03-12 18:28:47 +01:00
omar
e1acb0b1fa Docking: Fixed node merging altering window position incorrectly in a way that would make SizeContents incorrect for the next frame (making scrollbar flicker). (#2414, #2109) 2019-03-11 19:46:37 +01:00
omar
3ead9820f7 Viewport: Popups and Tooltips viewports are correctly parented to the parent window's viewport. (#2409, #1542) 2019-03-11 16:51:46 +01:00
omar
f7db4fad31 Merge branch 'master' into docking
# Conflicts:
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
2019-03-11 16:08:16 +01:00
omar
cf4fcc4735 Viewports: Fixed delayed window pos->viewport pos sync leading to monitor not being updated at the time of clamping window position in Begin. (#2415, #1542) 2019-03-11 13:15:00 +01:00
omar
3eedb542a6 Viewports: Renamed ConfigViewportsNoParent to ConfigViewportsNoDefaultParent. Fix outdated comments in examples. 2019-03-11 11:07:23 +01:00
omar
ecf7666624 Docking: Fixed an issue where removing the last window from a dockspace node that is not a central node without remove the node. (#2414, #2109) 2019-03-10 22:19:18 +01:00
omar
d77d3416d3 Merge branch 'master' into docking 2019-03-07 18:40:55 +01:00
omar
5ce93bc0cc Refactor: Move viewport code under other subsystem to simplify merging (4) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:39:31 +01:00
omar
54a129a2e2 Refactor: Move viewport code under other subsystem to simplify merging (3) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:38:40 +01:00
omar
bdf60dac6a Refactor: Move viewport code under other subsystem to simplify merging (2) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:37:17 +01:00
omar
bbb543fc16 Refactor: Move viewport code under other subsystem to simplify merging (1) (moving in multiple commits to make diff/patch behave nicely) 2019-03-07 18:36:11 +01:00
omar
28d8eb220b Fix for Android char being unsigned by default (#2408) 2019-03-07 16:07:16 +01:00
Gilad Reich
0a6c5bc234 Examples: DirectX9: Added support for multi-viewport (#2394) 2019-03-06 21:36:42 +01:00
omar
e91d275b10 Merge branch 'master' into docking
# Conflicts:
#	imgui_demo.cpp
2019-03-06 21:18:46 +01:00
David Maas
8b8ab1db5b Removed redundant declaration of SetNextWindowClass. (#2402) 2019-03-06 09:39:16 +01:00
omar
e02d6014bf Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-03-05 22:13:38 +01:00
omar
8414c0bb09 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-03-04 18:08:19 +01:00
omar
49eb5f0280 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
2019-03-03 23:34:56 +01:00
Richard Mitton
7a536f1bd2 Examples + Viewport: GLFW: context wasn't set when using multiple windows. (#2392) 2019-03-03 23:01:43 +01:00
omar
ff0c6c2bde Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-02-27 19:00:09 +01:00
omar
4eecf80a4b Moved Settings section above Docking to facilitate master<>docking merges. 2019-02-26 15:34:47 +01:00
omar
104294c7e4 Moved Logging/Capturing section above Docking to facilitate master<>docking merges. 2019-02-26 15:33:50 +01:00
omar
6b43a314bf Merge branch 'master' into docking 2019-02-26 12:53:38 +01:00
omar
8915f7933a Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-02-24 23:24:07 +01:00
omar
87ded34f9f Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui_widgets.cpp
2019-02-22 12:29:18 +01:00
omar
ff0f9aa856 Comments for Linux/Mac (#2117) 2019-02-19 16:36:06 +01:00
omar
9dc02464a4 Merge branch 'master' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-02-19 13:04:35 +01:00
omar
7573d10a4a Docking: Fixed bad ever-growing/ leak (accumulating text into TabsNames forever, fix d38f4dc14 from February 5th, affected docking branch only). (#2109) 2019-02-18 16:50:39 +01:00
omar
5412cdf2c8 Docking: Made DockBuilderSplitNode/DockNodeTreeSplit work even if the node doesn't have a size yet. (#2357, #2109)
Followup to fa0ce4b7d, at that time I came to the conclusion that programmatic split couldn't work without knowing the size ahead of it. I forgot the reason for that.  May bite us back!
2019-02-18 16:23:54 +01:00
omar
3de440fda2 Docking: Fixed assert in DockContextProcessDock() preventing some uses of DockNodeBuilder api. (#2357, #2109) 2019-02-18 16:13:17 +01:00
omar
5bf9029bf9 Merge branch 'master' into docking 2019-02-18 12:16:13 +01:00
omar
09c9bf2edb Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-02-14 20:35:11 +01:00
omar
b46076458c Examples: Win32: Removed unused code left-over from merge e9c625a1dc 2019-02-13 18:29:49 +01:00
omar
8691b56136 Merge branch 'master' into docking 2019-02-12 10:30:48 +01:00
omar
7f6a025c93 Viewport: SDL: Inherit SDL_WINDOW_ALLOW_HIGHDPI flag from main viewport. (#2306) 2019-02-11 19:00:33 +01:00
omar
2cada3c143 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_widgets.cpp
2019-02-11 18:59:49 +01:00
omar
4a3a895be9 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2019-02-06 14:47:53 +01:00
omar
f6fbb99a9c Examples: SDL: Fix for Emscripten/Android/iOS on Docking branch. 2019-02-05 15:45:26 +01:00
omar
be107ba8f8 Merge branch 'master' into docking
# Conflicts:
#	imgui_internal.h
#	imgui_widgets.cpp
2019-02-05 13:52:32 +01:00
omar
f902435a53 Docking: Fixed less of node size/pos caused by 1f2bdd37 (#2109) 2019-02-03 18:58:07 +01:00
omar
80d51c692a Docking: Fixed dragging docked window with _NoMove flag (#2325) 2019-02-03 18:44:30 +01:00
omar
7227454dca Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
2019-02-03 17:31:16 +01:00
omar
f087359621 Revert part of change from 5536eded. Fixed drag and drop in docking branch. (#2331, reopening #2325) 2019-02-03 13:54:04 +01:00
omar
e215809c4d Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 2019-02-01 17:06:40 +01:00
omar
03b0266b59 Examples: Made imgui_impl_win32 drag gdi32.lib for GetDeviceCaps(). (#2327) 2019-02-01 15:23:25 +01:00
omar
d1c45c0d76 Merge branch 'master' into docking (enable range_select merge)
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-02-01 12:25:49 +01:00
omar
e30babef09 Fixed Clang/Win32 warning. 2019-02-01 11:22:53 +01:00
omar
a608156da3 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-02-01 11:19:26 +01:00
omar
65a2350a5f Docking: Extracted code into a DocknodeUpdateTabListMenu() functions + minor other changes. 2019-02-01 11:12:37 +01:00
omar
cbf24a9151 Comments. Fix duplicate entries in About box. Synchronize a few small changes from Master branch. 2019-02-01 11:04:04 +01:00
omar
f906d53f7d Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-01-31 19:19:35 +01:00
omar
1f2bdd37b3 Docking: Builder: Added DockBuilderSetNodePos, DockBuilderSetNodeSize, allow DockBuilderAddNode creating floating node (dockspace requires ImGuiDockNodeFlags_Dockspace) (#2109) 2019-01-31 17:01:15 +01:00
omar
dc8ff68871 Docking: VisibleWindow of a node spread its _NoMove attribute to the node (fixed dragging or undocking of dock node host from collapse button). (#2325, #2109) 2019-01-31 15:22:40 +01:00
omar
5536edede9 Docking: Fixed faulty undocking of windows with the _NoMove flag. (#2325, #2109)
Whereas BeginAsDockableDragDropTarget could be reworked to filter, we simply set g.HoveredWindowUnderMovingWindow to be NULL when MovingWindow is not set, which was the initial intent.
Also fixed some comments and removed unused braces in TabItemEx().
2019-01-31 14:59:45 +01:00
omar
578e15f006 Docking: Removed unnecessary ImGuiTabItemFlags_DockedWindow internal flag. 2019-01-31 14:55:00 +01:00
omar
e1143377c2 Viewport: Added ImGuiViewportFlags_NoFocusOnClick + support in imgui_impl_win32. Made windows with no decoration always set the _NoFocus flags. (#1542, #2117)
Fix e.g. clicking on protruding combo box stealing highlight from parent window with decoration.
2019-01-30 21:39:05 +01:00
omar
8563ef3ce4 Viewport: Popups by default merge into parent/host viewport as they have no decoration (same as menu/child). (#1542) 2019-01-30 21:13:07 +01:00
omar
37fb531d1c Docking: Comments and tidying up (should be no-op) 2019-01-29 18:54:56 +01:00
omar
86d3bba157 Added ImGuiDockNodeFlags_AutoHideTabBar. (#2109) 2019-01-29 18:28:31 +01:00
omar
2ccc6d2ed1 Docking: Exposing extra flag in Configuration panel. Moved some forgotten Changelog entries at the right place. 2019-01-29 18:28:31 +01:00
omar
13a5f5ba8b Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2019-01-27 16:46:35 +01:00
omar
737a3644fc Removed trailing spaces (docking branch) 2019-01-27 14:57:07 +01:00
omar
07ff47bf1b Docking: Fixed various border / padding related inconsistency with dock node vs floating windows. (#2109) 2019-01-23 19:54:45 +01:00
omar
0737433c71 When resizing from an edge, the border is more visible and better follow the rounded corners. Border rendering moved to RenderOuterBorders so it can be called in a different order for docking. (#1495, #822) 2019-01-23 19:24:35 +01:00
omar
0bda7f196d Docking: Fixed overlapping issue with greyed out close button. 2019-01-23 19:24:35 +01:00
omar
9f96fcff3c Docking: Added ImGuiDockNodeFlags_Dockspace instead of node internal IsDockspace toward allowing the DockBuilder API to create non-dockspace nodes. 2019-01-23 19:24:34 +01:00
omar
bfacbac7c4 Docking: Fix a focusing issue where dock node wouldn't be moved to the front as expected. 2019-01-23 11:05:00 +01:00
omar
86fce79a6c Comments + clear out VisibleWinodw field (should have no effect) 2019-01-23 10:50:58 +01:00
omar
c81a5a6070 Docking: Comments and renaming locals to facilitate debugging. 2019-01-22 12:38:10 +01:00
omar
0947fa3de0 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-01-21 16:54:37 +01:00
omar
cb9a6b8a8b Merge branch 'master' into viewport
# Conflicts:
#	examples/README.txt
#	imgui.cpp
2019-01-21 16:52:22 +01:00
omar
2d21a64fed Comments 2019-01-21 14:25:13 +01:00
omar
f94af2f5c5 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_draw.cpp
2019-01-20 22:13:35 +01:00
omar
8079344cee Merge branch 'master' into viewport
# Conflicts:
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_vulkan.h
#	imgui.cpp
2019-01-20 22:12:06 +01:00
omar
82e31d34f0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_win32.cpp
2019-01-18 12:31:33 +01:00
omar
acdb4823dd Examples: Win32: Fix for older Windows SDK. 2019-01-17 14:35:26 +01:00
omar
b5144e477f Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2019-01-17 14:06:42 +01:00
omar
e9c625a1dc Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_win32.cpp
#	imgui_demo.cpp
2019-01-17 14:05:40 +01:00
omar
d1851ed6b7 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) [docking branch] 2019-01-16 16:19:38 +01:00
omar
32c4e01267 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) 2019-01-16 16:13:23 +01:00
omar
2f9bae140b Docking: Demo: Fixed docking document window into parent window. (#2286) 2019-01-16 14:43:27 +01:00
omar
8a45c56c2c Merge branch 'viewport' into docking 2019-01-15 21:22:29 +01:00
omar
9391a97fbf Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
2019-01-15 21:22:21 +01:00
omar
79d497edae Viewport: Made platform_io.Monitors mandatory for proper multi-viewport use. 2019-01-15 21:20:00 +01:00
omar
515ad62335 Merge branch 'viewport' into docking
# Conflicts:
#	docs/TODO.txt
2019-01-15 15:14:16 +01:00
omar
73353fad64 Merge branch 'master' into viewport 2019-01-15 15:13:29 +01:00
omar
ff4bd758ca Merge branch 'viewport' into docking 2019-01-14 21:30:07 +01:00
omar
e24674fc0e Merge branch 'master' into viewport 2019-01-14 21:30:01 +01:00
omar
529fccd9c2 Merge branch 'viewport' into docking 2019-01-13 14:19:40 +01:00
omar
4ee4f65c70 Merge branch 'master' into viewport 2019-01-13 14:19:31 +01:00
omar
7cc86d4bc9 Docking: Fixed docking a split node into the empty central node of a dockspace leading to the central node tag being incorrectly carried along. (#2109) 2019-01-10 18:20:52 +01:00
omar
8011197c50 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2019-01-10 16:02:32 +01:00
omar
c96aaef132 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2019-01-10 16:01:36 +01:00
omar
6b32570644 Merge branch 'viewport' into docking
# Conflicts:
#	imgui_internal.h
#	imgui_widgets.cpp
2019-01-07 21:29:15 +01:00
omar
5af930f97a Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-01-07 21:28:29 +01:00
omar
515ecbddc2 Docking: Fix for handling of orphan/inactive dock node with ConfigDockingTabBarOnSingleWindows (would crash). 2019-01-03 23:02:40 +01:00
omar
7f7e8eeecd Docking: Fixed a bug undocking a window from its tab when it is the only docked window of a root dockspace with ConfigDockingTabBarOnSingleWindows enabled. 2019-01-03 22:11:14 +01:00
omar
4e98d4329b Comments 2019-01-03 21:59:13 +01:00
omar
5278da98d2 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_demo.cpp
2019-01-03 21:40:08 +01:00
omar
e1ed27aeaa (Breaking change) Reorganized Viewports advanced flags, moved into new io.ConfigViewportsXXX flags. Pay attention that ImGuiConfigFlags_ViewportsDecoration became ConfigViewportsNoDecoeration, so the value is inverted! (#1542) 2019-01-03 21:33:33 +01:00
omar
c8349d3305 Viewport: Added ConfigViewportsNoParent to parent viewport default to NULL and not main viewport. Fix eg.. popups appearing erroneously focusing parent window. 2019-01-03 21:28:54 +01:00
omar
606175b98f Viewport: Fix for minimization of individual viewports (the current back-end forcing a parent/child relationship between secondary viewports and the main viewport have hidden this issue). Follows d8ab2c1ac. 2019-01-03 21:27:47 +01:00
omar
05bc323be0 Viewport: Fixed minimization of main viewport leading to it being omitted from platform_io.Viewport list where the users assume it is at index 0. Fix d8ab2c1ac. It wasn't a problem when other viewports were child of the main viewport because they would all be minimized together. (#1542) 2019-01-03 21:27:39 +01:00
omar
599a52629a Viewport: Added minimum viable information in the Changelog. 2019-01-03 17:46:23 +01:00
omar
c3efccaa9c Docking: Merge fix duplicate line + added assert to ease debugging. 2019-01-02 23:49:31 +01:00
omar
b26f16a27f Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2019-01-02 23:16:10 +01:00
omar
a0c2e55e8c Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2019-01-02 23:11:52 +01:00
omar
5aebfedfad Docking: Forward WindowClass from node to host window. 2019-01-02 21:41:00 +01:00
omar
ce1626a51e Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2019-01-02 21:36:21 +01:00
omar
0cabe4dedf Viewport: Added ImGuiWindowClass / SetNextWindowClass() (concept imported from Docking ImGuiDockFamily), which currently allows to overwrite viewport flags on a per-window basis. Exposed FindViewportByID(). Win32: Support for ParentViewportId. (#1542) 2019-01-02 21:33:23 +01:00
omar
0d6e3ab2b0 Docking: Renamed SetNextWindowId() -> SetNextWindowID() for consistency. (function vs member are still horribly inconsistent atm) 2019-01-02 21:28:16 +01:00
omar
cfcad42b89 Viewport: Win32: Workaround to the fact that ::WindowFromPoint() seems to return Windows using ImGuiViewportFlags_NoInputs / HTTRANSPARENT when dragging nearby the platform title bar. This is to allow using platform decoration. I don't understand this well atm. (#1542) 2019-01-02 19:03:45 +01:00
omar
4a6f95acc8 Viewport: Added Platform_UpdateWindow hook for general purpose: Rework Win32 code to reflect viewport flags changes into Win32 while the window is active. 2019-01-02 19:03:36 +01:00
omar
5305c32242 Viewport: Reorder flags. Set owned viewport common decoration flags in Begin(). Moved code in UpdateViewportsEndFrame() before we introduce family/class based overrides. 2019-01-02 19:03:11 +01:00
omar
951c9dd68b Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2019-01-02 19:00:31 +01:00
omar
4ea9fdbbea Docking: Agressively assert when CentralNode is a not a leaf node in order to find our bug. 2019-01-02 16:22:45 +01:00
omar
e194219f2e Renamed ImGuiDockFamily to ImGuiWindowClass. Renamed CompatibleWithClassZero to DockingAllowUnclassed. (#2109) 2019-01-02 16:22:44 +01:00
omar
a71d3c8cb3 Viewport: Misc comments following user feedbacks.. 2018-12-21 18:40:16 +01:00
omar
238321c159 Fix merge in Docking branch, remove ConfigDockingWithShift flag from DX11 example + misnamed function. 2018-12-21 16:56:26 +01:00
omar
e181b0c3fc Merge branch 'viewport' into docking 2018-12-21 16:53:13 +01:00
omar
9d0bc3f9ab Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-12-21 16:43:12 +01:00
omar
afe9c5c5f7 Examples: SDL: Fixed compilation for SDL 2..0.3 and less (running on our test servers) and clarified a bit of the messy situation. Followup to 8dd83c5. (#1542, #2117) 2018-12-21 16:26:17 +01:00
omar
81a2546cea Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_win32_directx9/main.cpp
2018-12-20 23:06:29 +01:00
omar
ee5560a958 Merge branch 'master' into viewport + added style tweak block when viewports are enabled
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_win32_directx11/main.cpp
2018-12-20 23:04:40 +01:00
omar
62cfdceac1 Examples: Viewport: Moved the "make current GL context" to reduce the amount of call and hopefully be more explicit about viewport enabled vs disabled requirements. (#1542) 2018-12-20 22:40:22 +01:00
omar
d9fda22763 Viewport: Fixed not clearing request flags in main viewport, which led some back-end (SDL) to break on resize as PlatformRequestResize would stay true forever and inhibit new sizes passed to AddUpdateViewport(). (#1542) 2018-12-20 22:33:51 +01:00
omar
8dd83c5fe8 Examples: SDL: SDL_GetMouseState() seems problematic, movements feels laggy in the non-viewport code path. (#1542, #2117) 2018-12-20 22:28:31 +01:00
omar
5794c0491a Docking: Fix an edge case failing to dock into an explicit dockspace which only have inactive nodes (because all the windows are inactive). (#2246, #2109) 2018-12-20 19:20:26 +01:00
omar
e043b89814 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.h
2018-12-20 17:03:21 +01:00
omar
8fc19d2194 Removed IMGUI_HAS_TABS from Docking branch, it's not defined anywhere anymore. 2018-12-20 16:56:48 +01:00
omar
02501f07c3 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-12-20 16:54:32 +01:00
omar
a0e5bb9532 Viewport: Corrected/clarified comments. Moved RenderPlatformWindowsDefault() next to UpdatePlatformWindow(). Removed unnecessary flag check. 2018-12-20 16:49:31 +01:00
omar
088ef6623a Merge branch 'viewport' into docking 2018-12-18 15:03:01 +01:00
omar
9c916cdaf9 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-12-18 15:02:35 +01:00
omar
ac9512e095 Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
2018-12-14 18:46:24 +01:00
omar
5d20da1b36 Viewport, DPI: Now using DpiScale from the ImGuiPlatformMonitor array instead of calling Platform_GetWindowDpiScale() before the platform window creation. Might even tentatively see if things work out without Platform_GetWindowDpiScale. (#1676) 2018-12-14 12:12:26 +01:00
omar
9b09c7597f Merge branch 'viewport' into docking
# Conflicts:
#	imgui_demo.cpp
2018-12-13 19:21:51 +01:00
omar
2a1e903f43 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-12-13 19:20:34 +01:00
omar
e50894c95e Metrics: Fixed crash when viewports are disabled (g.MouseLastHoveredViewport is never set). 2018-12-13 19:16:44 +01:00
omar
991b16cc6a Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_widgets.cpp
2018-12-11 19:46:46 +01:00
omar
2886e0b6f5 Demo: Fix collateral damage of 54a60aa 2018-12-11 13:25:29 +01:00
omar
067b691fd8 Merge branch 'viewport' into docking
# Conflicts:
#	docs/TODO.txt
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_draw.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
2018-12-11 13:23:00 +01:00
omar
c40feabe4d Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-12-11 12:41:40 +01:00
omar
2d4018aa89 Docking: Fix io.ConfigWindowsMoveFromTitleBarOnly for docking branch. 2018-12-11 11:03:28 +01:00
omar
e6439e1a16 Merge branch 'viewport' into docking + moved io.ConfigFlags ImGuiConfigFlags_DockingNoSplit to io.ConfigDockingNoSplit
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
2018-12-10 16:21:49 +01:00
omar
26b9e2d0a5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2018-12-10 16:14:31 +01:00
omar
3a5e758ee3 Tabs: Fixed crash when using TabItem in a regular (non-docking) tab bar. (#2231) 2018-12-08 12:35:15 +01:00
omar
f768727284 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2018-12-06 16:36:17 +01:00
omar
a03846bd9e Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-12-06 16:33:39 +01:00
omar
f3a0b17bb8 Viewport: Win32, GLFW, SDL: Clarified back-ends by using global mouse position direction. GLFW: disabled io.MouseHoveredViewport setting under Mac/Linux. (#1542, #2117) + various comments. 2018-12-06 16:30:10 +01:00
omar
ac52d9d44c Viewport: Fix handling of PlatformRequestResize/PlatformRequestPos. when OS decoration are enabled via ImGuiConfigFlags_ViewportsDecoration . 2018-12-06 15:36:36 +01:00
omar
e2082a675c Viewport: Fix handling of PlatformRequestResize/PlatformRequestPos. when OS decoration are enabled via ImGuiConfigFlags_ViewportsDecoration . 2018-12-05 23:39:04 +01:00
omar
b94f0241f1 Docking: Adjusting the docking popup menu position so it tends to stay within the same viewport. 2018-12-05 21:19:42 +01:00
omar
b96b1f2412 Docking: Documenting an issue. Renamed member of ImGuiDockFamily. 2018-12-04 16:38:27 +01:00
omar
6644f1ff64 Docking: Added io.ConfigDockingTabBarOnSingleWindows option (mostly made possible by the previous fixes).
Note that dock node have regressions compared to current floating window: no collapse, no auto-resize, resize grip under the scrollbar, border issues, general overhead. Will tackle those.
2018-12-04 13:37:46 +01:00
omar
8cac70d8af Docking: Focus fix (missing line in 8bac6d4) 2018-12-04 13:34:16 +01:00
omar
5105c6c0d0 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
2018-12-04 00:06:26 +01:00
omar
3a678d48b1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
2018-12-04 00:05:45 +01:00
omar
8bac6d428d Docking: Another attempt at tidying the inconsistent focus / tab bar reordering issues, and toward generalizing single window dock nodes. (#2109) 2018-12-04 00:01:20 +01:00
omar
2da200fc16 Docking: Fix generalizing the transition from loose windows to dock node so we can switch to single window dock node while transferring viewports (vs creating two viewports and dropping one). + Extracted DockContextGenNodeID out of DockContextAddNode(). 2018-12-04 00:01:19 +01:00
omar
f6b6ad1959 Viewport: Minor tweaks, better struct layout. 2018-12-03 20:30:00 +01:00
omar
3e84f7cd1d Viewport: Fixed a viewport bug which led some popups to merge in underlying host viewport when they should be z-over their parent viewport. 2018-12-03 18:16:47 +01:00
omar
ac10889bde Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
2018-12-03 11:44:51 +01:00
omar
89a530b442 Somehow VS keeps modifying this GUID so I am going to playing along with it. 2018-12-03 11:44:08 +01:00
omar
65e579e558 Merge branch 'master' into viewport
# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.h
#	imgui_demo.cpp
2018-12-03 11:41:53 +01:00
omar
34e18ef771 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:48:39 +01:00
omar
8289e5f6b4 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:48:25 +01:00
omar
025e00cccc About: Added build/system info relating to Docking branch. 2018-11-30 18:29:35 +01:00
omar
f78b5a0cdb Merge branch 'viewport' into docking 2018-11-30 18:27:14 +01:00
omar
ec49a486c7 About: Added build/system info relating to Viewport branch. 2018-11-30 18:27:04 +01:00
omar
afeefadb4e Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.h
2018-11-30 18:24:43 +01:00
omar
a423f032ee About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose. 2018-11-30 18:18:15 +01:00
omar
4ef06f5aa2 Added ShowAboutWindow(), About Window now showing various config/build information. 2018-11-30 18:02:01 +01:00
omar
753223bd7b Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-11-30 14:38:54 +01:00
omar
f663277591 Merge misc/shallow changes from Docking branch to minimize drift: moved some blocks, added comments. 2018-11-30 14:35:13 +01:00
omar
1c7be88a1a Viewport: Fixed a bug where tooltips on their first frame didn't find a monitor leading to the "recovery" code to revert it to the main viewport for a frame. (#1542) 2018-11-30 14:35:13 +01:00
omar
3c114b280a Merge branch 'viewport' into docking
# Conflicts:
#	imgui_internal.h
2018-11-29 21:30:26 +01:00
omar
2fbbcaa339 Viewport: Avoid calling platform functions when window is not created (apart from Platform_GetWindowDpiScale, documented as such). Main viewport situation is still ambiguous. (#1542) 2018-11-29 21:28:47 +01:00
omar
36cbe1e521 Viewport: Misc renaming. 2018-11-29 21:21:04 +01:00
omar
19d17ed274 Docking: Added io.ConfigDockingTransparentPayload option (to use with ImGuiConfigFlags_ViewportsNoMerge) 2018-11-29 16:18:01 +01:00
omar
01f940dc9a Viewport: imgui_impl_sdl2: Added support for PlatformIO Platform_SetWindowAlpha. 2018-11-28 22:50:48 +01:00
omar
19c4fa8dd5 Examples: DX12: Fixed compilation of imgui_impl_dx12.cpp in viewport branch. Multi-viewport is still not functional. 2018-11-28 15:43:00 +01:00
omar
3bcc25f588 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-11-27 19:56:23 +01:00
omar
4cadb57c46 Viewport: Comments. 2018-11-27 19:53:33 +01:00
omar
99c32ed4a5 Merge branch 'master' into viewport 2018-11-27 19:46:40 +01:00
omar
c08b4b46f4 Viewport: Better support for toggling ImGuiConfigFlags_ViewportsEnable. (#2196) 2018-11-27 19:46:36 +01:00
omar
e138a5fcb5 Docking: Fixed debug Rebuild operation. 2018-11-27 17:40:25 +01:00
omar
fc16e54612 Docking: Maintain CentralNode. When SetNextWindowDockID() on a now split node id, we dig to find the central node or the last focused node. (#2109) 2018-11-27 13:35:05 +01:00
omar
4575354bc0 Docking: Comments + maiintain LastFrameFocused per node + using bitfiield for docking bools. 2018-11-27 13:29:09 +01:00
omar
3f51c831de Docking: Added internal DockBuilderGetCentralNode(). Fixed being unable to undock whole node from dock button in DockSpace with a central node. (#2109) 2018-11-26 22:18:55 +01:00
omar
962dcb466d Docking: Added ImGuiDockNodeFlags_NoResize. (#2109) 2018-11-26 21:52:40 +01:00
omar
b8d9c5c130 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
2018-11-26 21:36:48 +01:00
omar
1a0d2578a1 Viewport: Merging fixes + relying on multiple viewport overlaps. Follow-up to previous attempts are reworking the split/merge mechanisms. (#1542) 2018-11-26 21:35:44 +01:00
omar
12a1e7d04e Viewport: Comment to suggest making WindowBg opaque when viewports are enabled. 2018-11-26 19:20:37 +01:00
omar
4a8efd7e68 Docking: Hidden tab-bar triangle reflects focus but using Button colors. (#2109) 2018-11-26 17:57:01 +01:00
omar
66cfbbff5e Docking: Fixed double-overlay when dragging window over one of the (four cardinal) outer drop boxes. (#2109) 2018-11-26 17:39:38 +01:00
omar
d23c69d319 Docking: Added context menu option to hide the tab bar of single-window dock nodes, similar to Unreal. (#2109) 2018-11-26 17:25:06 +01:00
omar
1e7b50aeae Viewport: Fixes moving child menu viewport (fix 379733a). 2018-11-26 16:56:58 +01:00
omar
c93e92671a Viewport: Fixes moving child menu viewport (fix 379733a). 2018-11-26 16:55:40 +01:00
omar
ddc3f8f069 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
2018-11-26 15:32:04 +01:00
omar
5261e5a6ba Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-11-26 14:53:51 +01:00
omar
379733aba1 Viewport: Fix viewport regression with protruding child window creating their own viewport. (fixes cae4d02, 760c1d95) (#1542) 2018-11-26 14:53:04 +01:00
omar
131de7ab62 Docking: Added ImGuiConfigFlags_DockingNoSplit flag. (#2109) 2018-11-23 18:42:16 +01:00
omar
d8ab2c1ac9 Viewport: Added support for minimized window which caused problem when ImGuiBackendFlags_HasMouseHoveredViewport was not supported. (#1542) + todo 2018-11-23 16:55:33 +01:00
omar
862781b195 Viewport: Avoid unnecessary reapplying platform pos/size every frame. (#2205) + Fix GLFW ImGui_ImplGlfw_CreateWindow() from not applying position immediately. Clear LastNameHash properly (bug already fixed in Docking branch) 2018-11-23 16:35:17 +01:00
omar
cae4d020dc Viewport: Merging/Extracting to/from main host viewport is now performed based on current state rather than triggers. Windows which don't fit in host window are now consistently in their own viewport. Toward simplifying the UpdateSelectWindowViewport() function. Probably broke something.. (#1542) 2018-11-22 21:18:14 +01:00
omar
1f78e08427 Viewport: UpdateTryMergeWindowIntoHostViewport() calls BringWindowToDisplayFront() - possible now that BringWindowToFocusFront() is a different function. 2018-11-22 21:16:43 +01:00
omar
760c1d95b9 Viewport: Merging/Extracting to/from main host viewport is now performed based on current state rather than triggers. Windows which don't fit in host window are now consistently in their own viewport. Toward simplifying the UpdateSelectWindowViewport() function. Probably broke something.. (#1542) 2018-11-22 21:13:07 +01:00
omar
510f0e505c Viewport: UpdateTryMergeWindowIntoHostViewport() calls BringWindowToDisplayFront() - possible now that BringWindowToFocusFront() is a different function. 2018-11-22 20:13:55 +01:00
omar
d9c54826bb Viewport: Stop relying on viewport->CreatedPlatformWindow to create Platform_DestroyWindow and Renderer_DestroyWindow. Explicitly require Platform_GetWindowFocus() to require supporting empty data. 2018-11-22 17:27:35 +01:00
omar
2515413080 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_widgets.cpp
2018-11-22 15:29:18 +01:00
omar
d87b80c6c1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-11-22 15:28:27 +01:00
omar
4a43f347bb Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_allegro5/main.cpp
#	examples/example_marmalade/main.cpp
2018-11-15 14:00:01 +01:00
omar
dcbf976a8e Merge branch 'master' into viewport + comments
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-11-15 13:58:46 +01:00
omar
f2d577c33f Viewport: BeginMainMenuBar(): explicitly set viewport to avoid creating new one when ImGuiConfigFlags_ViewportsNoMerge is set + misc shallow changes. 2018-11-13 22:14:40 +01:00
omar
ae34241f8b Viewport: BeginMainMenuBar(): explicitly set viewport to avoid creating new one when ImGuiConfigFlags_ViewportsNoMerge is set + misc shallow changes. 2018-11-13 22:11:39 +01:00
omar
1546153ca2 Docking: Fixed a regression where clicking a Tab wouldn't immediately set NavWindow. Which led to breaking the NavSaveLastChildNavWindow/NavRestoreLastChildNavWindow logic. (#2109) 2018-11-13 19:31:10 +01:00
omar
a3d6554e8e Merge branch 'master' into viewport + specific changes for GLFW callbacks
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/imgui_impl_glfw.cpp
2018-11-08 16:56:51 +01:00
omar
565af90958 Merge branch 'viewport' into docking 2018-11-06 09:52:38 +01:00
omar
797f2044cd Viewport: Fixed SDL+OpenGL2 example to work with multi-viewports. (#2175) 2018-11-06 09:51:09 +01:00
omar
5ea08394f5 Examples: SDL: Tweaked Windows instructions and batch files. (#2175) 2018-11-06 09:46:43 +01:00
omar
9ee86f22b7 Examples: Win32: Handle UTf-8 in platform window title setting. (#2164) 2018-11-05 17:37:06 +01:00
omar
52ca91ca57 Merge branch 'master' into viewport 2018-11-05 17:29:31 +01:00
omar
168af9b377 Merge branch 'viewport' into docking
# Conflicts:
#	imgui_demo.cpp
2018-10-25 23:45:19 +02:00
omar
1a6eea012d Docking: Tweaked tooltip on tabs so they don't show immediately when holding and releasing a tab (using HoveredIdNotActiveTimer) + Minor refactor + Removed legacy .ini parsing. 2018-10-25 23:41:32 +02:00
omar
50f6e12d31 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-10-25 23:41:13 +02:00
omar
c547b2e8ee Added DockSpaceOverViewport() call, not sure about this because of the menu bar limitation. (#2109) 2018-10-25 15:34:53 +02:00
omar
56ba60ee68 Docking: Fixed not saving .ini file correct if DockingEnable flag is cleared. (#2109) 2018-10-24 12:25:58 +02:00
omar
f270c81c49 Viewport, Docking: Fixed incorrectly setting the ImGuiViewportFlags_NoInputs flag, affecting split docking node. (#2109) 2018-10-23 18:26:45 +02:00
omar
745fda081e Viewport, Docking: Fixed incorrectly setting the ImGuiViewportFlags_NoInputs flag, affecting split docking node. (#2109) 2018-10-23 18:26:35 +02:00
omar
5f8c9ae0ef Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-10-18 10:57:54 +02:00
omar
056af2b1af Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-10-18 10:56:26 +02:00
Brandon
5f79a28a07 Examples: SDL: Fixed usage of SDL_GetDisplayDPI (#2137, #1676) 2018-10-18 10:48:18 +02:00
omar
69db792bf0 Viewport: Exposed GetOverlayDrawList(ImGuiViewport* viewport) in public API. (#1542, #1660, #1878, etc.) 2018-10-15 17:38:36 +02:00
omar
8b956216b7 Demo: Testing return value of BeginTabBar() for consistency. 2018-10-15 17:19:52 +02:00
omar
e6cc547a94 Merge branch 'viewport' into docking
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2018-10-12 15:51:31 +02:00
omar
e73217d6f7 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-10-12 15:50:48 +02:00
omar
2eaf5b03df Fixes crash introduced in previous commit 9cf94d5. 2018-10-12 13:30:00 +02:00
omar
c398153b40 Merge branch 'master' into docking
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
#	imgui_internal.h
2018-10-12 13:01:20 +02:00
omar
33994bbfa1 Docking: Fixed Modal window from being dockable. 2018-10-12 12:56:56 +02:00
omar
7525637804 Merge branch 'viewport' into docking. 15ec78e Fixes the update of title buffer when docked in a leaf dock node with a single window. Added comment about overwriting DockIsActive in DockNodeUpdate().
# Conflicts:
#	imgui.cpp
2018-10-11 21:36:00 +02:00
omar
15ec78e9d8 Internal: Moved stored window name update code to the first_begin_of_the_frame block. This will be useful in the Docking branch. 2018-10-11 21:32:20 +02:00
omar
3a7828de6b Viewport: Added ImGuiConfigFlags_ViewportsDecoration to re-enable platform decoration (#1542) 2018-10-09 18:35:45 +02:00
omar
7b3433c68b Viewport: Added ImGuiConfigFlags_ViewportsDecoration to re-enable platform decoration (#1542) 2018-10-09 18:33:39 +02:00
omar
84507cc744 Docking: Kept ImGuiDockNodeFlags_PassthruDockspace and removed ImGuiDockNodeFlags_PassthruInEmptyNodes, ImGuiDockNodeFlags_RenderWindowBg. Doesn't include ImGuiDockNodeFlags_NoDockingInCentralNode. (#2109) 2018-10-08 12:37:10 +02:00
omar
cb76c086e0 Docking: Removed context parameter from internal DockBuilderXXX api at it is expected we transition it to be public facing. (#2109) 2018-10-05 16:14:51 +02:00
omar
407822e6a5 BeginTabItem: Fixed missing parameter name in .h file messing up with cimgui generator. (#2115) 2018-10-04 19:39:02 +02:00
omar
4e30698706 Docking: Added ImGuiDockNodeFlags_PassthruDockspace mode (subdivided in three flags: ImGuiDockNodeFlags_NoDockingInCentralNode, ImGuiDockNodeFlags_PassthruInEmptyNodes, ImGuiDockNodeFlags_RenderWindowBg). Added internal facility for register a rectangular hit-test hole in window. Updated DockSpace demo accordingly. (#2109) 2018-10-03 22:32:23 +02:00
omar
2dd8338e7d Docking: Added ImGuiDockNodeFlags_NoOuterBorder, tweaked DockSpace demo to remove window border. Made docking splitter use the same standard setting as resizing from edges. (#2109) 2018-10-03 18:30:36 +02:00
omar
059560d28b ButtonBehavior, ImGuiButtonFlags_FlattenChildren flag can be used from a child window. Would typically affect calling SplitterBehavior() from a child window. 2018-10-03 18:11:35 +02:00
omar
d348d86df4 Docking: Renamed "DocRoot/DocumentRoot" to "CentralNode", more self explanatory. Moved Splitter update higher up in DockNodeUpdate() + minor misc tweak. (#2109) 2018-10-03 17:50:07 +02:00
omar
1d3862b6b3 Docking: Added ImGuiDockNodeFlags_NoDockingInsideDocRootNode flag. Honoring ImGuiDockNodeFlags_NoSplit in child node is already split (so we can use DockBuilder and then lock the layout). Added those options to the demo. (#2109) 2018-10-03 14:57:28 +02:00
omar
bd82539ad5 Docking: Fixed DockSpace() child window displaying a scrollbar behind the node backgrounds. Rename ImGuiCol_DockingBg to ImGuiCol_DockingEmptyBg. Added ImGuiDockNode::IsLeaftNode(). (#2109) 2018-10-03 14:42:47 +02:00
omar
83f55c9de5 Merge branch 'viewport' into docking 2018-10-02 18:55:48 +02:00
omar
33b88a0339 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-10-02 18:55:36 +02:00
omar
44bfa24cc3 Docking: Fixed crash using DockBuilderSplitNode(). (#2109) 2018-10-02 11:09:53 +02:00
omar
2cff3f6a65 Docking: Renamed io.ConfigDockingWithKeyMode to io.ConfigDockingWithShift. 2018-10-01 18:35:21 +02:00
omar
b48ed9ebc0 Docking: Better tracking of current dock id for inactive and uncreated windows (in settings etc.). + Fixed assert when docking a single-visible leaf node of a hierarchy into another 2018-10-01 11:56:26 +02:00
omar
4e717b524c Docking: Fixes for C++03 compilers. 2018-10-01 10:40:43 +02:00
omar
ae657a349a Docking: Fixed extracting a dock node from a document root: document root should be preserved. 2018-09-30 23:39:38 +02:00
omar
ed3c015f4e Docking: Reorganizing some of the tab-bar selection and window focus related code. 2018-09-30 23:39:38 +02:00
omar
9cfc40c2cc Docking: Demo: Displaying a message if master docking flag is disabled. + DockSpace() early out + comments. 2018-09-30 23:39:37 +02:00
omar
6ebc63d3ef Docking: Various sanity fixes + fixed tab-bar items sorting issue when docking single window with a dock node into single window without dock node. 2018-09-30 22:07:57 +02:00
omar
1ae0a1e658 Docking: Fix DockContextRebuild() temporarily invalidating dockid reference leading to undesirable merging of nodes. 2018-09-30 19:34:03 +02:00
omar
46dff42239 Docking: Fixed dock node with single window accidental stealing of non-owned host viewport (leading to general havoc). 2018-09-30 19:30:51 +02:00
omar
35d1fb7b34 Style: Added style.TabRounding setting. 2018-09-30 18:41:07 +02:00
omar
876a3299fc Docking: Added DockBuilderCopyDockspace() wip. Added DockBuilderCopyWindowSettings(), renamed DockBuilderForkNode() to DockBuilderCopyNode(). 2018-09-28 17:58:55 +02:00
omar
93896d550e Added FindOrCreateWindowSettings() internal helper. 2018-09-26 23:01:51 +02:00
omar
18ffb7dd86 Docking: Reworked DockContextPruneUnusedSettingsNodes() to prune entire unused trees. 2018-09-26 23:01:51 +02:00
omar
c0a89f8f4e ImPool: Added Reserve() helper function. 2018-09-26 21:51:30 +02:00
omar
c6193d0605 Merge branch 'viewport' into docking 2018-09-26 21:35:09 +02:00
omar
6cc380fc41 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
2018-09-26 21:34:52 +02:00
omar
4053d9d638 Docking: Fixed tab order restoring (follow up to 67be485e, broken in 455dc6e2) 2018-09-26 17:11:37 +02:00
omar
45731cca19 Docking: Added DockBuilderForkNode() primitive for usage for user code to fork/copy entire layouts. This will probably need to be added to as I find ways to migrate patterns from user code to the library. Added IMGUI_DEBUG_DOCKING_INI helper to facilitate debugging. (+1 squashed commits) 2018-09-26 17:11:37 +02:00
omar
dc92431328 Docking: Minor renaming. DockContextAddNode() uses 0 as marker for automatic ID selection + TODO update and moved docking entries to docs/TODO.txt 2018-09-26 12:58:14 +02:00
omar
d3e8e5731a Docking: Renamed SetNextWindowDock() to SetNextWindowDockId(). Added GetWindowDockId(). 2018-09-25 17:45:06 +02:00
omar
53a5d32df1 Docking: Reworked SetNextWindowUserType() as SetNextWindowDockFamily(), allowing multiple scene to be tagged with their scene id and not receive tabs from other scene + persistent storage for family id to allow for docking tree fork/remap. 2018-09-25 16:15:25 +02:00
omar
85e1e2b0c8 Docking: Added DockBuilderGetNode() wrapper for consistency. 2018-09-25 14:14:07 +02:00
omar
9960ccddb2 Docking: Added DockBuilderRemoveNode() + various tweaks. Fixed dragging/undocking dock node from CollapseButton. 2018-09-24 23:19:18 +02:00
omar
4021776d0f Docking: Fix for undocking node where the dockspace node is attached to an immovable parent window. + Tweak .ini output. 2018-09-24 22:14:12 +02:00
omar
fa0ce4b7d5 Docking: Some DockBuilder functions are applied on settings data if windows are not present. Added DockBuilderCreateNode which needs a size else if we can't split properly. DockNodeTreeSplit() doesn't clamp SizeRef. (+1 squashed commits) 2018-09-24 16:38:44 +02:00
omar
2a5ce1849a Docking, Viewport: Reworked viewport inheritance/transition so that extracting a dock node from a split node owning its viewport will have both viewports be in the expected OS z-order. (The lower window re-use the exiting viewport, the detached node uses a new viewport: 2018-09-24 10:53:51 +02:00
omar
ae4b838840 Docking, Viewport: Rework ownership transfer/stealing to fix issues where non-child windows could be stick marked as not owning their viewport. 2018-09-24 10:48:56 +02:00
omar
79c075ca09 Docking+Viewport: Fixed PlatformRequestClose (e.g. ALT-F4) being redrected to the first window of the docking node instead of the selected one. 2018-09-24 10:48:55 +02:00
omar
1127804109 Viewport: Misc tweaks. 2018-09-24 10:39:15 +02:00
omar
67be485e24 Docking: Fixed losing tab bar selection when extracting a whole docked node + reusing existing dock node when possible. 2018-09-21 16:23:00 +02:00
omar
fda57f48d5 Merge branch 'viewport' into docking
# Conflicts:
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
2018-09-21 11:52:32 +02:00
omar
840652830d Docking: Fixed undocking on whole dock node from leaving undesirable empty node in the docking tree. Fixed calls to MarkIniSettingsDirty(). 2018-09-21 11:50:49 +02:00
omar
5eabf44021 Nav: Use Platform_SetWindowFocus when CTRL+Tabbing to another viewport. 2018-09-21 11:49:43 +02:00
omar
599d5f185c TabBar: Recover if SelectedTabId doesn't exist anymore. 2018-09-21 11:02:03 +02:00
omar
7abc368927 Viewport: GLFW: Build fix for pre GLFW 3.2 (#1542) 2018-09-20 18:46:36 +02:00
omar
b57baa5ba0 Viewport: Enabled viewports by default in more example apps. 2018-09-20 10:31:23 +02:00
omar
3e47978a80 Docking: Renamed ImGuiDockSpaceFlags to ImGuiDockNodeFlags. Clarified in comments/demos that DockSpace creates a Node. Renamed IsExplicitRoot to IsDockSpace. Assert against explicitly calling DockSpace twice in a frame. 2018-09-20 09:52:51 +02:00
omar
e647f89c33 Docking: Added undocking of whole dock node by dragging from the Collapse button. Super useful and works great! 2018-09-19 22:38:40 +02:00
omar
82978fc88f Docking: Fix of title bar flicker during rebuild. Fixed dragging of DockNode always triggering BeginAsDockableDragDropSource() when io.ConfigDockingWithKeyMod is false. 2018-09-19 19:41:31 +02:00
omar
95d49c3b98 Docking: Internals renaming LastExplicitSize to SizeRef (invalidate .ini data) + todo 2018-09-19 18:25:26 +02:00
omar
455dc6e229 Docking: Creating tab bar and adding window into tab bar immediately (not sure why I didn't do that before). Probably broke something subtle, will find out. *Edit* Initially broke restoring selected tab. 2018-09-19 16:00:13 +02:00
omar
291bfe6841 Docking: work to allow programmatic control of dock nodes, various refactor + assert fix. Probably broke something (but I haven't found what yet!) 2018-09-19 16:00:13 +02:00
omar
35032d41fa Docking: Internals: Transitioning some code toward consistently using ImGuiContext* ctx parameter instead of ImGuiDockContext 2018-09-17 17:06:52 +02:00
omar
28094b7cea Docking: Fixed central docking display with ImGuiDockSpaceFlags_NoSplit, affecting in particular with io.ConfigDockingWithKeyMod = false. + comments, asserts 2018-09-17 15:39:35 +02:00
omar
b55b9aee9b Fixed bad merge (a82be53) where we lost the version number in Docking branch + moved Docking related API together for now. 2018-09-14 18:09:46 +02:00
omar
0f1c21a6c9 Docking: Changed DockSpace() signature to take an ID, as ID will frequently be used by other API it makes more sense to let the user compute it. 2018-09-14 18:09:04 +02:00
omar
175bab4f5f Docking: Removed SplitRatio from ImGuiDockNode and ImGuiDockNodeSettings, which we don't need anymore. 2018-09-14 17:51:30 +02:00
omar
ba7b68798d Docking: Misc rework/rename toward being able to rebuild a branch selectively, so we can honor settings changes on a per Dockspace basis. + Comments 2018-09-14 16:01:47 +02:00
omar
e32256b4b4 Merge branch 'viewport' into docking
# Conflicts:
#	docs/CHANGELOG.txt
#	imgui_demo.cpp
#	imgui_internal.h
2018-09-14 11:38:10 +02:00
omar
132d8c5a99 Viewport: Increased threshold for setting ImGuiViewportFlags_NoFocusOnAppearing. (#1542), 2 doesn't seem enough with some docking setup. 2018-09-14 11:37:17 +02:00
omar
b85f345369 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_vulkan.cpp
2018-09-14 11:32:55 +02:00
omar
85a3fb3bef Viewport: Fix an issue introduced on ~August 16, which would assert when viewport are disabled. Also made the DestroyPlatformWindow process more sturdy. (#1542) 2018-09-13 17:11:06 +02:00
omar
6d91055462 Docking: Fixed floating->docking transition on a platform window mistakenly destroying the platform window because the upcoming tab isn't visible and triggers viewport GC. Fixed missing title bar data on recreate window. 2018-09-13 16:56:57 +02:00
omar
136fc56af0 Docking: Better handling of window losing its dock node or having its dock node not active. 2018-09-13 14:38:37 +02:00
omar
c355ed1267 Docking: Flicker fix when clicking on a Tab leading of a new window, in particular would be noticeable when using nested tab bars. 2018-09-13 12:44:29 +02:00
omar
1cefc48f13 Docking: Internal renaming and comments. + Fixed DockNodeMoveChildNodes() to transfer the LastExplicitSize value (was inconsequential afaik). 2018-09-11 18:53:08 +02:00
omar
211a9c8fd2 Docking: Added ImGuiDockSpaceFlags_KeepAliveOnly, important for multiple level of tabs. (also renamed ImGuiDockFlags to ImGuiDockSpaceFlags.) 2018-09-11 17:58:09 +02:00
omar
f29b3b4033 Nav: Added a way for code to cancel Alt for menu toggle (ImGuiNavInput_KeyMenu_). Cancelling out on platform window. close request. (#1542, #787) 2018-09-11 15:35:53 +02:00
omar
df65d4a14f Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-09-11 11:18:46 +02:00
omar
c4e26f4b92 Nav: Added a way for code to cancel Alt for menu toggle (ImGuiNavInput_KeyMenu_). Cancelling out on platform window. close request. (#1542, #787) 2018-09-10 22:19:54 +02:00
omar
416918429d Docking: Added Type enum in ImGuiDockRequest. Renamed fields. DockSpace() skips node update if already submitted (when transitioning from implicit -> explicit DockSpace). 2018-09-10 22:09:43 +02:00
omar
d5692bff00 Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated. 2018-09-10 20:30:14 +02:00
omar
dcef0c0237 Docking: Updating LastFrameActive earlier in Begin() because BeginDocked() will need to use it. Extracted some code into a DockNodeIsDropAllowedOne() function. Comments. 2018-09-10 20:23:03 +02:00
omar
a68c98bb67 Docking: Added SetNextWindowUserType() + user type filtering in dockspace and window merging. Added DockSpace() flag ImGuiDockFlags_NoSplit. Renaming. Reworked the DockNodeUpdateFindOnlyNodeWithWindows code so DockNodeUpdate can access the first window. 2018-09-10 14:32:00 +02:00
omar
b872aa5c8e Docking: io.ConfigResizeWindowsFromEdges default to true in Docking branch. Moved code in BeginTabItem(). 2018-09-10 11:24:27 +02:00
omar
a82be53407 Merge branch 'docking2' into viewport_docking
# Conflicts:
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2018-09-06 22:28:21 +02:00
omar
49533bc86e Examples: Enabled Docking + Nav by default in the branch. (#351) 2018-09-06 21:53:35 +02:00
omar
e381f22ac1 Docking: Added Docking system. (Part 3) (#351) 2018-09-06 21:45:46 +02:00
omar
9ac1e93aa1 Docking: Added Docking system. (Part 2) (#351) 2018-09-06 21:45:46 +02:00
omar
bd5b38e232 Docking: Added Docking system. Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. (Part 1) (#351) 2018-09-06 21:45:46 +02:00
omar
5adcb9ce6d Docking: Added empty skeleton/sections to facilitate diff/patch of incoming code (otherwise git gives us a messier patch). 2018-09-06 21:45:45 +02:00
omar
2ec135c9f7 Docking: Added ImVec2[] non const operator. Added ImStrSkipBlank. Reseting some values earlier in Begin. Added IMGUI_DEBUG_LOG() helper. Added docking source code section. 2018-09-06 21:45:45 +02:00
omar
58d46e1fe6 Tabs: Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem() + demo. (#261, #351) 2018-09-06 21:45:44 +02:00
omar
c039a77d21 Internals: Added ImPool helper structure. Moved ImVec1f. 2018-09-06 21:45:10 +02:00
omar
741bdf151a Added ImGuiWindowFlags_UnsavedDocument flags. 2018-09-06 21:45:10 +02:00
omar
5070c769b8 Internals: Windows hidden with HiddenFramesRegular (but NOT HiddenFramesForResize) preserve their SizeContents, so restoring a auto-resize window after it's been hidden by tabs won't reset its size for a frame. Arguable. Let's see how it goes. (Followup to b48e295bddbf965d7382ec5578ed05d2fe601114) 2018-09-06 21:45:09 +02:00
omar
52e0de84a9 Internals: Split RenderTextClipped into two functions. 2018-09-06 21:45:09 +02:00
omar
b974fffea0 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-06 15:59:35 +02:00
omar
a2616c79fe Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-06 11:42:11 +02:00
omar
31b5b18611 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-09-05 20:59:27 +02:00
omar
8601c39571 Viewport: Making the code a little more sturdy (flag changes) + added descriptions. (#1542) 2018-09-05 17:50:55 +02:00
omar
af27ec296b Merge branch 'master' into viewport + added viewport ConfigFlags/BackendFlags
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-09-05 17:38:47 +02:00
omar
a848807847 Minor inconsequential merges from Master/Docking branches 2018-09-05 11:51:45 +02:00
omar
bdb30d7145 Merge branch 'master' into viewport 2018-09-05 11:08:57 +02:00
omar
897e5c6231 Viewport: Moved code following refactor. (#2036, #1542) 2018-09-05 11:08:44 +02:00
omar
1007873d94 Misc: merge minor/inconsequential stuff from Docking branch to reduce drift. 2018-09-03 19:51:22 +02:00
omar
fd201a90f1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-08-31 18:39:02 +02:00
omar
a52ce7ac8b Merge branch 'master' into viewport 2018-08-31 11:14:05 +02:00
omar
fd90afef43 Refactor: Internals: Moved Viewport functions in imgui.cpp in their own section. (part 3) (#2036, #1542) 2018-08-31 11:11:18 +02:00
omar
5207afa0dd Refactor: Internals: Moved Viewport functions in imgui.cpp in their own section. (part 2) (#2036, #1542) 2018-08-31 11:06:21 +02:00
omar
0699310b9c Merge branch 'viewport_164' into viewport 2018-08-31 10:28:37 +02:00
omar
0c24fe276c Merge branch 'master_164' into viewport_164
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_widgets.cpp
2018-08-31 10:28:21 +02:00
omar
c83391262e Refactor: Internals: Moved Tooltip functions in imgui.cpp in their own section + comments. (#2036) 2018-08-30 21:21:14 +02:00
omar
00262d51ad Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 3) (#2036) 2018-08-30 21:19:30 +02:00
omar
d7c04ccbfb Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 2) (#2036) 2018-08-30 21:18:16 +02:00
omar
b1f263b34b Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 1) (#2036) 2018-08-30 21:16:30 +02:00
omar
a58e4dfd0f Refactor: Moved Scrollbar function from imgui.cpp to imgui_widgets.cpp, added file index (#2036) 2018-08-30 21:16:23 +02:00
omar
18d6490dbd Merge branch 'master_164' into viewport_164
# Conflicts:
#	imgui.cpp
2018-08-30 20:36:37 +02:00
omar
346f83e014 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. DONE! (part 9) (#2036, #787) 2018-08-30 19:41:02 +02:00
omar
fefcc77f13 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787) 2018-08-30 19:40:40 +02:00
omar
b6cdfef442 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787) 2018-08-30 19:38:44 +02:00
omar
172e426ba9 Refactor: Internals: Restored new lines in NavUpdate() ... (part 6) (#2036, #787) 2018-08-30 19:36:59 +02:00
omar
f74d9ec7f7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787) 2018-08-30 19:36:40 +02:00
omar
9093166eea Refactor: Internals: Removing new lines from NavUpdate solely because I couldn't find another way to get a neat diff/patch when moving it. (part 4) (#2036, #787) 2018-08-30 19:35:19 +02:00
omar
f5ed5478e1 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (extracted some code out of NavUpdate()). (part 3) (#2036, #787) 2018-08-30 19:35:12 +02:00
omar
9a4234ea8e Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 2) (#2036, #787) 2018-08-30 19:35:06 +02:00
omar
af002dc861 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 1) (#2036, #787) 2018-08-30 19:34:48 +02:00
omar
adeb993122 Refactor: Internals: Moved Logging functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:33:02 +02:00
omar
81bc4265e5 Refactor: Internals: Moved Settings functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:32:52 +02:00
omar
a44c5f7afe Refactor: Internals: Moved various functions in imgui.cpp (#2036) 2018-08-30 19:30:17 +02:00
omar
66b51940bd Refactor: Moved README, ChangeLog, TODO files to docs/ folder + update Changelog. (#2036) 2018-08-30 19:30:10 +02:00
omar
d4e49a2697 Merge commit '2714f8fa23d8ca44e98272baf885d12b5185d084' into viewport_164
# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2018-08-30 19:29:46 +02:00
omar
521405488b Refactor: Moved Slider/Drag/Input functions + support DataType stuff from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:21:50 +02:00
omar
24dfa0c957 Refactor: Moved InputText functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:12:33 +02:00
omar
158a65c98f Refactor: Moved ColorEdit/ColorPicker/ColorButton/etc. functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:49 +02:00
omar
6caf074bd5 Refactor: Moved Tree/Selectable functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:42 +02:00
omar
905e14f384 Refactor: Moved Plot/Value functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:36 +02:00
omar
4be79a8955 Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:04:04 +02:00
omar
2d952504ed Refactor: Moved Combo/ListBox functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:01:05 +02:00
omar
43219d36a6 Refactor: Moved Button/Image/Checkbox/RadioButton/Bullet/ProgressBar functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:00:59 +02:00
omar
99b27488e7 Refactor: Moved Text functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 19:00:52 +02:00
omar
18972c5513 Refactor: Added imgui_widgets.cpp headers to easily merge in the functions in all our branches. (#2036) 2018-08-30 19:00:42 +02:00
omar
e312363007 Refactor: Added empty imgui_widgets.cpp + updated project files / makefiles etc. accordingly (#2036) 2018-08-30 19:00:33 +02:00
omar
6c34bffbb5 Version 1.64 WIP 2018-08-30 19:00:22 +02:00
omar
36b2f64051 Merge branch 'master' into viewport
# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_internal.h
2018-08-29 17:40:52 +02:00
omar
705ff49400 Examples: Vulkan: Viewport: Tweak to improve framerate on multiple-viewport situations, tho it is still halving the unthrottled framerate on nvidia for some reason.. Followup to 4dea032 (#1542) 2018-08-25 21:21:14 +02:00
omar
f81caac459 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
2018-08-25 21:19:42 +02:00
omar
0ada716184 Examples: Viewport: Disabling swap intervals / vsync on secondary context to match what the DX11 bindings is doing. (#1542) 2018-08-25 20:15:18 +02:00
omar
e9c849884a Viewport: Fixed warnings due to bad merge. 2018-08-24 15:42:31 +02:00
omar
a4191857c1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_vulkan.h
#	imgui.cpp
2018-08-22 21:35:44 +02:00
omar
9d7480774f Merge branch 'master' into viewport 2018-08-17 11:37:03 -07:00
omar
5d630c930d Viewport: DestroyPlatformWindows() checks for the bool CreatedPlatformWindow flag correctly. Note that we set CreatedPlatformWindow=true for the main viewport to allow the back-end to store data in the public Viewport structure (for consistency). (#1542) 2018-08-15 16:15:44 -07:00
omar
9852649e97 Viewport: Initial viewport DpiScale only queried on viewport creation. Because AddUpdateViewport() is called repeatedly on MovingWindow or with ImGuiConfigFlags_ViewportsNoMerge, the DpiScale update would break ImGuiConfigFlags_DpiEnableScaleViewports. (#1542) 2018-08-14 19:17:33 -07:00
omar
1722a31155 Viewport: ImGuiWindowFlags_NoFocusOnAppearing affects viewport accordingly. (#1542) 2018-08-14 14:58:19 -07:00
omar
e5f2295398 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-08-13 17:50:48 -07:00
omar
8ef0ca9765 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-08-01 12:27:56 +02:00
omar
c031ea088a Viewport: Fixed an assert on loss of valid mouse position while dragging a tooltip (would happen often when using debugger breakpoint). Not totally sure about best solution, may not be important. 2018-07-31 13:46:37 +02:00
omar
9824bf1ba1 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
2018-07-31 12:12:56 +02:00
omar
0095b7a0ea Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-07-26 23:55:23 +02:00
omar
6b4f6cd2c5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-26 19:25:55 +02:00
omar
1b646a4440 Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh 2018-07-26 19:01:51 +02:00
omar
f22024cb19 Internals: Exposed NavScoreItemGetQuadrant() as ImGetDirQuadrantFromDelta() in imgui_internal.h 2018-07-24 16:54:29 +02:00
omar
049c515840 Added non-const ImVec2 [] operator for consistency (and because some docking code needs it.) 2018-07-24 16:54:19 +02:00
omar
352695bc57 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
#	imgui.cpp
2018-07-24 16:50:49 +02:00
omar
74077491ce Viewport: Fixed a situation when the implicit Debug window can hold on a zombie viewport which platform window is not properly destroyed. (#1542) 2018-07-22 16:24:06 +02:00
omar
23b67e6ff5 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-17 19:52:14 +02:00
omar
7b4fbf4301 Viewport: Removed the need for the back-end to fill io.MousePosViewport, it seems unnecessary at this point. (#1542) 2018-07-17 16:37:10 +02:00
omar
b8b74970d7 Internals: Viewport: Renamed g.MouseRefViewport to g.MouseViewport. (#1542) 2018-07-17 16:04:47 +02:00
omar
defbf1c4b3 Viewport: when moving window we use the moving window viewport unless drag and dropping. This is to fix e.g. IsItemHovered() + Tooltip pattern that may be active while moving a window. (#1542) 2018-07-17 15:56:02 +02:00
omar
16c6734bcb Viewport: Revert part of 7abf72e, the viewport ownership stealing is problematic. (#1542). Will rework in the context of docking. (+1 squashed commits)
+ Fixed unused prototype warning (left-over from a merge)
2018-07-17 15:14:19 +02:00
omar
ee98a069f0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	imgui_demo.cpp
2018-07-16 22:25:36 +02:00
omar
b30b82835a Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
2018-07-12 11:48:49 +02:00
omar
d107146687 Viewport: Fixed CTRL+TAB windowing list displaying too many dimming layers (fix dd61c48 for viewport branch) 2018-07-12 11:19:17 +02:00
omar
88df66ec83 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
#	imgui_internal.h
2018-07-12 10:03:18 +02:00
omar
ce18371d1b Internals: Fixed CalcSizeContents() returning negative value on first run (inconsequential afaik, but fixing for sanity) 2018-07-09 21:49:49 +02:00
omar
9dea27b273 Viewport: Made it possible for the moving window to detach and recreate its own Viewport (used by Docking) 2018-07-09 21:18:41 +02:00
omar
140ece0aeb Internals: HoveredWindowUnderMovingWindow special handling for drag and drop of window without altering the _NoInputs window flag, which worked but messed up the IsWindowHovered() user-facing flags. 2018-07-09 21:18:10 +02:00
omar
7abf72ec78 Viewport: Reapply/recover ownership of viewport which is convenient for docking but also can recover from faulty .ini files. (#1542) 2018-07-09 21:13:51 +02:00
omar
574185426c Internals: Misc/shallow merge from Docking branch. 2018-07-09 21:06:46 +02:00
omar
dd61c4802a Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. (#787) 2018-07-09 19:22:49 +02:00
omar
14cef31467 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-09 16:24:01 +02:00
omar
6277781e83 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-07-08 13:08:16 +02:00
omar
770cba0bd0 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	imgui.cpp
#	imgui_internal.h
2018-07-02 20:13:16 +02:00
omar
c38fe6b0e1 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-06-26 12:41:36 +02:00
omar
d3ee3e7ab5 Fixed merge. 2018-06-23 09:39:05 +02:00
omar
ce500f8727 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_win32.cpp
2018-06-22 12:01:42 +02:00
omar
9a5f742e63 Fixed merge. 2018-06-15 19:48:51 +02:00
omar
7e6700d261 Viewport: Fix lagging overlay clipping rectangle on viewport owning window (affecting sync of multi-layered docking overlays). This was extremely tricky to find and fix (*). (#1541)
(*) Merely assigning viewport->Pos = pos in UpdateMovingWindow() broke a series of thing because the code that assign viewports and viewport flags relied on moving window leaving its own viewport the first time to set the NoInputs flag.
2018-06-15 19:40:17 +02:00
omar
c71522adc5 Viewport: Comments. Removed misleading test for !window->ViewportOwned in UpdateSelectWindowViewport(). (#1541) 2018-06-15 19:40:00 +02:00
omar
70b0bd13aa Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_opengl3.h
#	imgui.cpp
#	imgui.h
2018-06-14 15:30:15 +02:00
omar
087ab2acbf Examples: Fixed example vcproj names in Viewport branch. 2018-06-13 15:59:21 +02:00
omar
24aeca3d0c Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx10.h
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	examples/imgui_impl_vulkan.h
#	examples/imgui_impl_win32.cpp
2018-06-12 16:24:24 +02:00
omar
9660657e95 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_sdl.cpp
2018-06-10 15:59:35 +02:00
omar
13a3a2d0f3 Merge branch 'examples_refactor2' into viewport (#1870)
# Conflicts:
#	examples/README.txt
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl2.cpp
#	examples/imgui_impl_sdl2.h
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_vulkan.h
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/sdl_vulkan_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.cpp
#	imgui.h
2018-06-10 15:04:46 +02:00
omar
ff4f40de41 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-06-08 20:22:07 +02:00
omar
24fc7c30dd Examples: Documentation 2018-06-08 00:00:12 +02:00
omar
06aa9d8d9a Examples: Fixed Makefile, batch files. 2018-06-07 22:30:10 +02:00
omar
8c374512fd Examples, Platform: Removed the call to ImGui::NewFrame() from the platform _NewFrame() function e.g. ImGui_ImplWin32_NewFrame(), ImGui_ImplSDL2_NewFrame(), ImGui_ImplGlfw_NewFrame(), etc. Moved to main.cpp for consistency. (#1542) 2018-06-07 22:10:31 +02:00
omar
77d51ebf24 Examples: Added .. folder in include path to remove the awkward #include "../imgui_impl_xxx.h" statements. 2018-06-07 19:20:04 +02:00
omar
93b032ea92 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
2018-06-05 15:51:52 +02:00
omar
03c8a78f04 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
2018-05-25 12:44:56 +02:00
omar
002e513b82 Added float GetWindowDpiScale(). (#1542, #1676) 2018-05-23 18:25:37 +02:00
omar
ed84b2aaeb Viewport, Platform: Fixed a crash if the back-end set the PlatformRequestMove/PlatformRequestSize flags while viewports were disabled (it happened in the SDL back-end, and generally we want to tolerate it to make back-end implementation simpler). (#1542) 2018-05-23 18:01:50 +02:00
omar
1176460e44 Viewport: Fixed using ImGuiConfigFlags_ViewportsNoMerge always showing the Debug window by testing the Active flag as well. (#1542) 2018-05-19 20:45:49 +02:00
omar
01429e7d16 Merge branch 'master' into viewport
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
#	imgui.h
2018-05-17 15:03:56 +02:00
omar
4c35e00f49 Viewport: Made GetWindowViewport() not flag the window as written to. 2018-05-16 22:48:54 +02:00
omar
7f960616e0 Viewport: When resizing/moving a window using the host OS/WM we attempt to merge back into host viewport. (#1542) 2018-05-16 14:34:46 +02:00
omar
1cafdb5b46 Viewport: Added GetWindowViewport() to query the current viewport for the current window. Comments. (#1542) 2018-05-15 11:04:07 +02:00
omar
b0fb340b57 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
2018-05-14 13:15:21 +02:00
omar
85f3ba844c Merge branch 'master' into viewport
# Conflicts:
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	imgui.cpp
#	imgui.h
2018-05-11 22:22:41 +02:00
omar
090eb437ed Viewport, Platform: Cleaned up xxx_UpdateMouseCursor() functions to make them more consistent. (#1542) 2018-05-11 16:41:43 +02:00
omar
d574604a5d Viewport, Platform: Win32: Fixed handling of io.WantSetMousePos + added a bunch of comments. GLFW, SDL2: Added handling of io.WantSetMousePos. (#1542) 2018-05-11 16:41:03 +02:00
omar
6eacddb50f Viewport: Changed Monitor field to use Pos+Size (more consistent), changed FullMin,FullMax to MainPos,MainSize. Made main viewport accessible in PlatformIO on first frame. Fixed casing of ImGuiViewportFlags_TopMost flag. (#1542) 2018-05-10 13:10:04 +02:00
omar
4ff23d3306 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	imgui.cpp
#	imgui.h
2018-05-07 22:23:58 +02:00
omar
c7687fc1d6 Viewports: Comments on ImGuiConfigFlags_DpiEnableScaleViewports and ImGuiConfigFlags_DpiEnableScaleFonts. (#1542) 2018-05-07 10:44:08 +02:00
omar
c47d34cf70 Viewport: Exposing SetNextWindowViewport(). Used in demo and old/obsolete SetNextWindowPosCenter() (which is an interesting case). Fixed back-end likely crash calling GetFocus() after viewport destruction. Fixed metrics crash. 2018-04-27 15:13:22 +02:00
omar
cd51f37fc0 Viewport, Platform: Refresh monitor list (win32, glfw) + avoid calling GetWindowFocus before platform window creation to not require of backend to null-check things inconsistently. (#1542) 2018-04-26 16:18:47 +02:00
omar
da70c837da Viewport: Removed unnecessary fields (now that the coordinate system is consistent accross viewports): MouseRefPrevViewport, MouseClickedPosViewportId. (#1542) 2018-04-26 15:30:19 +02:00
omar
f1ae07e532 Viewport, Platform: Using Platform_GetWindowFocus to provide a much stronger heuristic of platform z-order, in replacement for when the back-end cannot provide io.MouseHoveredViewport. The pressure for it to work well increased with the use of viewports by popups/menus. (#1542) 2018-04-26 11:52:38 +02:00
omar
d9cd494eaf Viewport: Moved ScaleWindow* code in a proper location. Various comments. 2018-04-25 23:21:26 +02:00
omar
5979233a3c Misc: tweaks + minor changes merged from master to reduce branch drift. Removed code that ended up unused. 2018-04-25 18:23:39 +02:00
omar
0b1d6a0d52 Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2018-04-25 18:13:23 +02:00
omar
7b433605f9 Viewport: Avoid creating viewport on drag (fix cc882b0723) 2018-04-25 15:38:32 +02:00
omar
3b9b1956cd Merge branch 'master' into viewport
# Conflicts:
#	examples/allegro5_example/imgui_impl_a5.cpp
#	examples/allegro5_example/imgui_impl_a5.h
#	examples/allegro5_example/imgui_impl_allegro5.cpp
#	examples/allegro5_example/imgui_impl_allegro5.h
#	examples/allegro5_example/main.cpp
#	examples/imgui_impl_allegro5.cpp
#	examples/imgui_impl_allegro5.h
#	imgui.cpp
#	imgui_internal.h
2018-04-25 15:32:04 +02:00
omar
7a41e0b1ea Platform: Added platform_io.Platform_SetWindowFocus, Platform_GetWindowFocus function wrappers (unused yet). Exact specs tbd because our simplified concept of focus doesn't necessary match the more complex OS native concepts. (#1542) 2018-04-25 15:15:14 +02:00
omar
cc882b0723 Viewport: Tidying up AddUpdateViewport() calls. Moved flags argument. Removed extraneous mid-frame call to FindPlatformMonitorFromRect(). (#1542) 2018-04-25 15:14:51 +02:00
omar
6d6580f6be Viewport: Fixed glitches with newly appearing menus creating viewport while the underlying imgui window should be hidden. (#1542) 2018-04-25 11:23:58 +02:00
omar
7684f53328 Viewport: Fixed issues with popups drifting in particular when reference mouse position become invalid (e.g. changing app focus while viewported-menu is open). Storing monitor index in viewport at beginning of the frame. (#1542) 2018-04-25 11:23:58 +02:00
omar
e3e4b7bdf5 Viewport: Fixed mouse hover flicker on mouse button release frame after moving a window. (#1542)
Platform: Clarifying some comments in back-ends.
2018-04-24 17:10:27 +02:00
omar
679f4882a5 Removed presumably obsolete MovingWindow tests which prevent move/merge logic in viewport branch from working in all situations (e.g. docking away when ActiveId is the ID of a tab) 2018-04-24 17:10:26 +02:00
omar
cb78e62df9 Viewport, Platform: Fixed IME positioning for multi-viewport. Moved API from ImGuiIO to ImGuiPlatformIO. Because it is extremely unlikely to people redefined this API manually the moving-forward-breakage is ok. (#1542)
SDL2 ime support under Win32 never worked properly because of SDL interferences.
2018-04-24 12:40:38 +02:00
omar
376f2aec54 Viewport: Clamp windows within monitors + fallback rescue window when it is out of sight (e.g. removed monitor, changed resolution) + Win32: declare primary monitor at the beginning of the list. (#1542) 2018-04-23 23:01:37 +02:00
omar
010757266e Viewports: Todos, Tooltips/menus not automatically forced into their own viewport when the NoMerge flag is set (however the multiplication of viewports makes them more likely to protude and create their own). Win32: try to make primary monitor the first tin the list. (#1542) 2018-04-23 23:00:14 +02:00
omar
d268471285 Viewport: Added ImGuiConfigFlags_ViewportsNoMerge flag (to enforce a platform window for all floating windows) + minor tidying up and addition of non-functional wip code. 2018-04-23 18:56:25 +02:00
omar
423577e14e Viewport, Platforms: SDL: Fixed initial focus click being ignored as a mouse button. GLFW: Fixed mouse cursor support for multi-viewport with GLFW 3.3 (current master) - somehow doesn't appear to work with GLFW 3.2 but I'm not too fussed about it. (#1542) 2018-04-23 16:46:25 +02:00
omar
f1c31ebc67 Viewport: Fixed initial popup positioning not using the monitor area properly. (#1542) 2018-04-23 12:52:01 +02:00
omar
4433ce4312 Viewport, Platform: Added work area in ImGuiPlatformMonitor. Renamed fields. (#1542) 2018-04-23 12:38:20 +02:00
omar
456bbffcc4 Viewport: Switched to using unified platform-absolute mouse coordinates, which simplify lots of problems and simplify/reduce tricky conversions, makes ImVec2 less ambiguous. Fixed various viewport/windowing/popups/synchronization bugs. Settings on host-viewport are stored as relative (made settings decently compatible between viewport enable/disabled settings). Merged ImGuiViewport::Pos and ::PlatformPos. Tweaked thumbnails. Better, smaller code. (#1542) 2018-04-20 21:36:36 +02:00
omar
17a7f352b5 Viewporrt. Examples: DirectX10,11: Make the platform SetWindowSize handler not crash on failure to resize, which could happen (rarely) on invalid data or bug in the code. 2018-04-19 17:23:43 +02:00
omar
637d9c42bf Viewport: WIP for Tooltips, Popups, Menus to create their own viewport. Resizing a window allows it to leave the main viewport. (#1542) 2018-04-19 13:12:02 +02:00
omar
1c385c2ca4 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.cpp
#	imgui_internal.h
2018-04-18 19:06:49 +02:00
omar
25f25d546d Viewport: Fixed manual mouse resize to handle mouse viewport change, which will allow resizing a window while it changes viewport. Releasing manual resize may merge a window. Added ConvertViewportPosToViewportPos() helper. Renamed NewFrameUpdateMovingWindowDropViewport() to UpdateTryMergeWindowIntoHostViewport() and removed the now-unnecessary half of the function. + renaming (#1542) 2018-04-17 23:34:19 +02:00
omar
6ac50634e3 Viewport: Tweaked selection of g.MouseRefViewport, in particular aimed at fixing browsing child-menus while holding mouse buttons with menus in multiple viewports. (#1542) 2018-04-17 18:25:05 +02:00
omar
50e453a3e2 Viewport: Comments, tweaks, renaming. Removed unnecessary stuff. Fixed zealous Clang warning. (#1542) 2018-04-17 18:25:05 +02:00
omar
4649bf042e Viewport: Render: Fix draw list build code to allow child windows to be in a different viewports (which will happen with e.g. extruding menus). (#1542) 2018-04-16 17:12:00 +02:00
omar
2bd0ee27f0 Viewport: Shuffled code in Begin to reset size of reappearing popups prior to selecting viewport, to avoid mistakenly using an old size. Moved code out of UpdateSelectWindowViewport() to the section of Begin where positions is being locked down, to avoid code in-between duplicating this. (#1542) 2018-04-16 17:12:00 +02:00
omar
0d16492eb7 Viewport: Moved ImGuiWindowFlags_FullViewport to an internal ViewportOwned flag. Renamed AddViewport to AddUpdateViewport. (#Viewport: Shuffled code in Begin to reset size of reappearing popups prior to selecting viewport, to avoid mistakenly using an old size. Moved code out of UpdateSelectWindowViewport() to the section of Begin where positions is being locked down, to avoid code in-between duplicating this. (#1542)) 2018-04-16 17:11:59 +02:00
omar
2ae19801a9 Viewport: Remove old code that never worked (testing wrong flag type, always false) + shuffled a few things in Begin() to clarify dependencies. Fixed viewport change on Begin/Begin/End/End patterns. (#1542) 2018-04-16 17:11:59 +02:00
omar
950539b768 Viewport, Platform, DPI: Back-end store per-monitor DPI information in ImGuiPlatformMonitor. (#1542, #1676) 2018-04-13 20:26:36 +02:00
omar
f270d6c52c Viewport: Fix to allow changing/animated window name to be reflected in the OS e.g. task bar, so named documents can appear properly. (#1542) 2018-04-13 16:21:34 +02:00
omar
22d6f00110 Viewport: Fixed DPI changing viewport from interfering with moving another window (disabling code) + metrics crash fix on closed viewport window + Windows 10 call to SetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) for DPI, with no noticeable improvements. (#1542, #1676) 2018-04-13 11:14:06 +02:00
omar
38e357ef10 Viewport: Virtual mouse position are patched immediately when viewports are moved in the virtual space, avoiding interaction glitchs on a resizing frame. (#1542) 2018-04-12 19:57:35 +02:00
omar
0b7f3edc26 Viewport: Debug/metrics tweaks + renaming comments 2018-04-12 19:57:34 +02:00
omar
285269ef55 Viewport, Platform: Added ImGuiViewportFlags_TopMost that will be used by tooltip window (without it, clicking and holding the window emitting the tooltip would move the tooltip to the back) + GLFW backend fixes for non-win32 platforms. (#1542) 2018-04-11 21:27:19 +02:00
omar
e25da4230b Merge branch 'master' into viewport
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-04-11 21:25:44 +02:00
omar
8be6f40ae1 Viewport: per-viewport overlay draw list created on demand. With this pattern it'll be easier to consider adding more (e.g. background draw list). (#545) 2018-04-11 21:21:52 +02:00
omar
83bd3595a4 Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542) 2018-04-10 22:58:39 +02:00
omar
32ee0a3947 Viewport, Platform: Added a way to register monitor bounds to imgui so they can be used to clamp individual-viewport tooltips/popups so they don't straddle monitors. (#1542) 2018-04-10 22:32:08 +02:00
omar
7ddc22b326 Viewports, DPI: Renamed config flags. (#1542) 2018-04-10 20:02:43 +02:00
omar
0d5042f0f3 Viewport: Popups, Tooltips can individually request no task bar icons to the platform layer. (#1542) 2018-04-10 19:15:44 +02:00
omar
0eaddb4dcd Viewport: shuffled some code in the UpdateSelectWindowViewport() function. 2018-04-10 18:47:23 +02:00
omar
74a11e2087 Viewport: Merge fix conflicting flags. 2018-04-09 22:15:46 +02:00
omar
d4dd448511 Examples, Platform, Viewport: Fixed inconsistent window ownership issues. Added comments. Made Win32/SDL back-ends track ownership. 2018-04-09 22:01:58 +02:00
omar
56ad2a2d74 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/vulkan_example/main.cpp
#	imgui.h
2018-04-09 19:35:14 +02:00
omar
f421e73b40 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2018-04-06 23:36:23 +02:00
omar
72899318e6 Viewport, Platform, Examples: Added support for transparent window via PlatformIO Platform_SetWindowAlpha (#1542) + fixes for GLFW 3.3 2018-04-05 17:07:46 +02:00
omar
84c6ea0cee Viewport: Comments about honoring ImGuiViewportFlags_NoInputs and MouseHoveredViewport. (#1542) 2018-04-05 12:27:17 +02:00
omar
c23b5463c7 Viewport: Moving a window accross viewports tries to preserve the dragging pivot (that is assuming that the window will be evenly scaled by DPI, aka Style is scaled). (#1542) 2018-04-05 11:40:33 +02:00
omar
9d8bc79025 Viewport: Renamed RenderPlatformWindows() to RenderPlatformWindowsDefault(), tweaked examples and emphasis optional Viewport code path. (#1542) 2018-04-05 11:06:00 +02:00
omar
0cad274b87 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	imgui.cpp
2018-04-04 19:39:42 +02:00
omar
ac8931b2e9 Viewport: Moved OverlayDrawList to be a per-viewport instead of being global + fix overlay clipping glitch during viewport creation frame + support for software mouse cursor stradding over multiple viewport. The overlay draw list move is rather important as draw lists are not shared among viewports anymore and we can do a swap of their data without copying it. (#1542) 2018-03-22 22:09:42 +01:00
omar
4f112f898e Viewport: Avoid modifying MousePos in UpdateWindowViewport just for the sake of docking test, sheering MousePos during the frame is problematic + minor renaming. (#1542) 2018-03-22 21:14:55 +01:00
omar
e5ba982be0 Nav: Fixed a crash with IMGUI_DEBUG_NAV_SCORING enabled + added info to Metrics. 2018-03-21 22:48:23 +01:00
omar
200754b013 Examples: GLFW: Don't alter cursor mode if GLFW_CURSOR input mode is GLFW_CURSOR_DISABLED. (#1202) [@PhilCK] 2018-03-20 22:42:05 +01:00
omar
42ad3c1dd3 Examples: OpenGL2: Added multi-viewport support in the OpenGL2 back-end. (#1542) + Metrics: Fix undisplayed flag. 2018-03-20 22:19:41 +01:00
omar
172570acae Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.h
2018-03-20 22:14:34 +01:00
omar
c29971cf72 Merge branch 'master' into viewport
# Conflicts:
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/vulkan_example/main.cpp
2018-03-20 16:05:31 +01:00
omar
ccc9a22db3 Viewport: Changelog + Internals: Renamed viewport mouse fields for consistency (going to add more). (#1542) 2018-03-19 22:59:55 +01:00
omar
c00523dba4 Viewport: Added extra Metrics and debug features. 2018-03-19 18:07:12 +01:00
omar
9d5ec05150 Viewport, Platform: Update the contents of GetPlatformData() in EndFrame() so back-end can access it even if UpdatePlatformWindows hasn't been called. (#1542) 2018-03-19 17:33:21 +01:00
omar
2fecd332fc Viewport, Platform: Added void* to render/swap buffer functions. Comments. (#1542, #1042) 2018-03-19 15:20:47 +01:00
omar
0e09032750 Viewport, Examples: Renamed types used by examples. (#1542) 2018-03-18 22:19:02 +01:00
omar
46b61427e1 Viewport, Platform: Refactored platform interface. Removed need to use imgui_internal.h in backends. Split viewport into public facing ImGuiViewport and internal structure. Exposing enough data to provide custom tweaked renderers. Renamed handlers, fixed lots of inconsistencies. (#1542, #1042) 2018-03-18 18:44:57 +01:00
omar
bcf4ed28a9 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-03-18 12:51:57 +01:00
omar
6cfc9e6256 Merge branch 'master' into viewport
# Conflicts:
#	imgui.h
2018-03-17 21:20:01 +01:00
omar
1ab236d9df Viewport, Platform: Internal renaming to use more consistent (OsDesktopPos > PlatformPos). (#1542) 2018-03-15 20:07:48 +01:00
omar
2e1ac0f683 Viewport, Platform: SDL: Makes the CreateViewport function restore current GL context so in theory it is free from side-effect. That said, it seems like there is a bug in SDL because our CreateViewport (currently in Render(), not for long) have affect a jerky side-effect if SDL_GL_MakeCurrent() is called before Render(). (#1542) 2018-03-15 19:25:23 +01:00
omar
8364d1ca6c Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
omar
09d8943967 Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
omar
6e58a95a01 Viewport, Platform, Examples: Changes to resizing flow + restored support for Platform events affecting the ImGui windows (so Decorated windows are functional). (#1542, #1042) ..
SDL: Added platform move/resize/close support.
GLFW: Added platform move/resize support. Moved Close to use callback for consistency.
Win32:
Vulkan: Fixed resize support.
Naming is WIP "PlatforrmRequestXXX" is too ambiguous. Basically we either have a ImGui->Platform flow or a Platform->ImGui flow. Working a bigger refactor now.
2018-03-15 10:57:22 +01:00
omar
207ad45983 Metrics: Displaying all draw lists of a window (if it uses layer 0 and has already been appended to earlier in the frame). 2018-03-14 17:50:11 +01:00
omar
83ef61fa56 Examples: SDL: Fix for versions olders than 2.0.6 2018-03-14 14:14:16 +01:00
omar
d0e0b106f0 Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542) 2018-03-13 23:16:15 +01:00
omar
98b66a5fc9 Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
omar
921bb92eec Viewport: Fixed software mouse cursor from appearing in all multiple lists simultaneously. (#1542) 2018-03-13 16:20:34 +01:00
omar
c50198debe Viewport: Obsoleted io.DisplayPos (which was a Viewport branch thing), added ImDrawData::DisplayPos, DisplaySize (#1542) wip 2018-03-13 16:20:27 +01:00
omar
6371474031 Viewport: Removed unnecessary function hoop. 2018-03-13 16:20:19 +01:00
omar
8657201257 Merge branch 'master' into viewport 2018-03-13 16:20:02 +01:00
omar
b88492746e Examples, Viewport: Vulkan: Experiment (broken) multi-viewport support, merging code from ParticlePeter branches. (#1542, #1042) 2018-03-12 18:43:25 +01:00
omar
f6fc28dfd2 Merge branch 'master' into viewport (inc Vulkan resize fix merge #1042) 2018-03-12 17:50:32 +01:00
omar
cdeef65b05 Examples: Vulkan: Passing Queue, QueueFamily to binding. Fixed scissor (fixed in master). ImGui_ImplVulkanH_DestroyWindowData() waits for device to be idle. (#1042) 2018-03-12 17:37:28 +01:00
omar
1e81a53e75 Examples: DPI: Minor warning fix. (#1676) 2018-03-12 16:22:24 +01:00
omar
5e63711084 Viewport, DPI: Some early work on per-viewport DPI support. At the moment the easiest way is to replace fonts during the ChangedViewport callback, but down the line we should aim at handling some of it at ImFont level. (#1542, #1676) 2018-03-12 10:31:39 +01:00
omar
a2fbcc9ad4 Examples: DPI: Portable DPI related helpers in the _Win32 examples. Using one in examples's main.cpp, the GetDpiScale functions are not wired anywhere for now. (#1542, #1676) 2018-03-12 10:31:39 +01:00
omar
10030ff3ec Viewport: Fix dropping back viewport not being moved to the front of the window list. (Now that viewport are more tighly coupled to a single root window) (#1542) 2018-03-12 10:31:38 +01:00
omar
648735a4cf Viewport, DPI: Don't activate current window until a viewport has been selected. At this point we'll have the proper size/scale for the current DPI + fix viewport callback when appending to an existing window more than once a frame. (#1542, #1676) 2018-03-12 10:31:38 +01:00
omar
a4629b0b36 Viewport, DPI: Select viewport before locking style sizes and before handling double-click-on-title-bar to collapse. (#1542, #1676) 2018-03-12 10:31:38 +01:00
omar
64cbbed152 Merge branch 'master' into viewport 2018-03-09 10:41:12 +01:00
omar
43f375b2f2 Viewport,Platform: Added GetWindowDpiScale() platform interface, changes of scale are reflected by positioning and resizing windows in their given viewport. (#1542) 2018-03-09 10:40:38 +01:00
omar
1eb89d7e3b Viewport: Changed signature of ResizeViewport to be consistent with other similar functions. 2018-03-08 20:32:34 +01:00
omar
4d46383100 Viewport: Coupling non-main viewport to one window. Viewport name derived from the window. Added ImGuiConfigFlags_PlatformNoTaskBar, off by default (aka re-established task-bars by default for now). (#1542) 2018-03-08 20:27:01 +01:00
omar
aa3fe81c87 Examples: DPI: Hacked in a quick compile-and-run-everywhere call to SetProcessDpiAwareness(), will need to revisit. 2018-03-08 18:46:30 +01:00
omar
9ea16e344a Viewport: Disable extra viewports from hosting other windows. (#1542) 2018-03-07 16:34:18 +01:00
omar
d8719cf59b Fixed warnings. 2018-03-07 14:46:53 +01:00
omar
9dcc07422e Viewport: Reorganized viewport enable flags. Both user + platform + renderer need to enable a flag. (#1542) 2018-03-07 12:35:26 +01:00
omar
52c78820aa Examples: SDL: Fix for pre 2.0.4. 2018-03-07 12:19:19 +01:00
omar
19b92751b9 Examples: Updated Makefile and batch files to work with new examples. Using lowercase "gl.h" as it seems this is what Linux wants. 2018-03-07 12:05:47 +01:00
omar
f318f2d5ea Examples: Added Makefile for SDL+OpenGL2 example. (#1668) 2018-03-07 11:51:41 +01:00
omar
21ff03978a Viewport: Modal display their darkneing/whitening layer over all viewports. (#1542) 2018-03-07 11:36:37 +01:00
omar
25fd9d6132 Viewport: Various sanity fixes. Popup always inherit viewport from their parent for now. (#1542) 2018-03-07 10:50:30 +01:00
omar
3637193556 Merge branch 'master' into viewport
# Conflicts:
#	examples/imgui_impl_glfw.h
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
#	imgui.cpp
2018-03-06 20:02:40 +01:00
omar
8e3274e137 Viewport: Tracking current viewport we are appending to + added callback in PlatformInterface for DPI purpose (WIP). (#1542) 2018-03-05 22:31:12 +01:00
omar
c4a158656e Merge branch 'master' into viewport
# Conflicts:
#	examples/allegro5_example/main.cpp
#	examples/directx10_example/main.cpp
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/directx9_example/main.cpp
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_glfw.h
#	examples/imgui_impl_vulkan.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.cpp
#	imgui.h
2018-03-03 23:13:31 +01:00
omar
e026c8d3b7 Viewport: Give a chance to platform and renderer to actually destroy their data. Otherwise the regular ImplXXX_Shutdown + following by DestroyContext() order fails to fullifl this. (#1542) 2018-03-03 22:53:31 +01:00
omar
cab41d954e Examples: Vulkan: Further refactor. 2018-03-03 22:38:24 +01:00
omar
e0cbfd74d7 Examples: Vulkan: Moved CreateOrResizeWindowData func to imgui_impl_vulkan.h 2018-03-02 23:59:21 +01:00
omar
426930e028 Examples: Vulkan: Moved main.cpp data structures to imgui_impl_vulkan.h as shared helpers for the benefit of both the example and the platform/viewport renderer interface. 2018-03-02 23:05:23 +01:00
omar
e9fa17e1bf Viewport: Replaced UpdatePlatformWindows/RenderPlatformWindows by RenderAdditionalViewports(). The update is always called in EndFrame(). (#1542) 2018-03-02 22:44:06 +01:00
omar
b807347e94 Viewport: When enabled we assert against using RenderDrawListFn to make user more aware of rendering order. (#1542) 2018-03-02 22:22:14 +01:00
omar
7113fc7dee Examples: Vulkan: Moved variables into per-window data, refactored/tweaks to that the bug functions main.cpp for both SDL and GLFW examples match (they'll probably be moved to imgui_impl_vulkan as helpers). 2018-03-02 21:37:14 +01:00
omar
e0f283cfcb Examples: Vulkan: Fix 7b968b098e 2018-03-02 20:09:21 +01:00
omar
7b968b098e Examples: Vulkan: Reduced duplicate code by skipping present on the first frame. Amend 201d589714 by @ParticlePeter 2018-03-02 20:01:18 +01:00
omar
e927a6ac4a Examples: Vulkan: Various tweak. Misc refactor into per-frame data. Duplicate buffer creation code moved to CreateOrResizeBuffer(). 2018-03-02 19:40:09 +01:00
omar
9da475e4e8 Examples: GLFW, Vulkan: GLFW binding viewport tweaks to supports Vulkan better (do not call SwapBuffer, share context etc.). Added DUMMY (empty) platform/viewport interface in the viewport code. 2018-03-02 19:24:24 +01:00
omar
5b282bdd48 Examples: Renamed glfw error callback so it's more clear what it is. 2018-03-02 19:24:23 +01:00
omar
fc80f2b41a Merge branch 'examples_refactor' into viewport
# Conflicts:
#	examples/directx10_example/main.cpp
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/sdl_vulkan_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.h
2018-03-01 23:27:11 +01:00
omar
68e9ef9885 Examples: Vulkan: SDL: Fixed missing resize handler (not properly merged from #1367) + tweaks. 2018-03-01 23:22:02 +01:00
omar
296db2ed33 Examples: Vulkan: Moved code into shared helpers: ImGui_ImplVulkan_SelectSurfaceFormat, ImGui_ImplVulkan_SelectPresentMode. 2018-03-01 23:22:02 +01:00
omar
3171d61dfc Examples: Vulkan: Various tweaks to name variable more consistently like Vulkan + a few comments + a few imgui style code compaction. 2018-03-01 23:22:01 +01:00
omar
00b9e70ba2 Viewport: Always be lenient with invalid mouse position during dragging, since they are provided by back-end and technically acceptable inputs + comments. (#1542) 2018-03-01 20:19:36 +01:00
omar
57e9f61852 Examples: Vulkan: Debug report tweak + always enable in Debug build. 2018-03-01 18:59:07 +01:00
omar
cf365ed00b Examples: Fixed enabling IMGUI_VULKAN_DEBUG_REPORT which was broken during refactor because of duplicate 'extensions' local variable. 2018-03-01 18:41:19 +01:00
omar
d98a5d54aa Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 19:03:39 +01:00
omar
8074d56bdd Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 18:58:34 +01:00
omar
fc3c3de70d Examples: DX10: Multi viewport/platform support (based on DX11 version). (#1542) 2018-02-28 18:35:16 +01:00
omar
997d1bd0eb Examples: NULL pointers for consistency. 2018-02-27 23:34:28 +01:00
omar
baef79415b Examples: DX12: Empty skeleton toward implementing the multi-viewport api for DirectX12. (WIP/test API) (#1542, #301) 2018-02-27 23:34:28 +01:00
omar
cb601d79e8 Examples: SDL: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542)
ImGui_ImplSDL2_Init() now takes a SDL GL context.
2018-02-27 23:34:27 +01:00
omar
4cee46f909 Examples: GLFW + OpenGL3: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542) 2018-02-27 23:27:41 +01:00
omar
25349b31d7 Examples: DX11 + Win32: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542) 2018-02-27 23:26:51 +01:00
omar
735267d27c Viewport: Initial viewport branch+ platform api commit (squashed from previous commits, still very WIP) (#1542) 2018-02-27 23:25:39 +01:00
omar
b5ced477f4 Metrics: Added option to show begin order, useful for debugging. 2018-02-27 23:02:50 +01:00
omar
67319a71e5 Internal: Minor renaming. 2018-02-27 22:58:27 +01:00
omar
184a6f1198 Internals: Moving window: test mouse validity while translating window + using SetWindowPos(). 2018-02-27 22:56:22 +01:00
omar
b32bb4e6e3 Removed DisplayVisibleMin/DisplayVisibleMax facility (as part of # 1542). Misc comments. 2018-02-27 22:55:18 +01:00
omar
0e62b7d68a Clearing next window data at the end of Begin() more reliably. Misc comments. 2018-02-27 22:47:45 +01:00
omar
a761779b12 Internals: Settings: Added ReadCloseFn to allow handlers to sanitize data on a per-entry basis. 2018-02-27 22:32:45 +01:00
omar
29510fcb83 Examples: Misc tweaks/fixes. 2018-02-27 10:29:37 +01:00
omar
3f335b0d42 Merge branch 'master' into examples_refactor
# Conflicts:
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
2018-02-26 18:22:36 +01:00
omar
ffda84cfae Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp 2018-02-23 10:56:06 +01:00
omar
e6bc840f6f Merge branch 'master' into examples_refactor 2018-02-23 10:47:32 +01:00
omar
0b26387a2b Simplified .gitignore list 2018-02-21 23:14:55 +01:00
omar
f7ef10e547 Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
omar
91cadc1130 Merge branch 'master' into examples_refactor 2018-02-21 22:47:03 +01:00
omar
47d1360124 Examples: Using SDL2_DIR instead of SDL_DIR (more standard). 2018-02-21 22:41:46 +01:00
omar
f67699456c Examples: Added SDL+Vulkan example, the abstraction worked here :) (ref #1367) 2018-02-21 22:41:04 +01:00
omar
387f724d33 Examples: Vulkan: Formatting and tweaks (to match SDL's main). 2018-02-21 22:39:49 +01:00
omar
bcdfd5d61c Merge branch 'master' into examples_refactor 2018-02-20 16:18:02 +01:00
omar
e660d92fa5 Examples: GLFW: Added mouse cursors support (#1495) 2018-02-19 22:29:52 +01:00
omar
9fdf72e42b Examples: WIn32: Prefixing every Win32 function calls with :: to denote global namespace in a consistent manner. 2018-02-18 21:23:11 +01:00
omar
df9051ded2 Examples: Vulkan: Added support for io.DisplayPos. 2018-02-18 21:15:51 +01:00
omar
230c5ca735 Examples: Vulkan: Fixed GLFW calls. 2018-02-18 21:15:41 +01:00
omar
3bd3693fb7 Examples: DirectX10, DirectX11, OpenGL2, OpenGL3: Added support for io.DisplayPos. 2018-02-18 21:09:28 +01:00
omar
45cbebad64 Added dummy io.DisplayPos field. 2018-02-18 21:04:17 +01:00
omar
6d0f9244b8 Examples: Allegro5, Marmalade: Moved bindings to parent folder. Renamed Allegro stuff from *A5_ to *Allegro5_ 2018-02-18 20:26:20 +01:00
omar
80a8aea7e3 Examples: Added SDL, Vulkan examples to .sln file. 2018-02-18 20:26:20 +01:00
omar
4f0db01f7c Examples: DirectX9: Reusing imgui_impl_win32, removed that code from imgui_impl_dx9 2018-02-18 20:26:20 +01:00
omar
6cd4e30b58 Examples: DirectX10: Reusing imgui_impl_win32, removed that code from imgui_impl_dx10 2018-02-18 20:26:20 +01:00
omar
19540479d4 Examples: DirectX11: Extracted imgui_impl_dx11.* instead imgui_impl_dx11 and imgui_impl_win32 2018-02-18 20:26:20 +01:00
omar
90dffb5a06 Examples: Vulkan: Extracted into imgui_impl_vulkan.*, reused imgui_impl_glfw* files. 2018-02-18 20:26:20 +01:00
omar
ef521d1e0b Examples: SDL: Extracted into imgui_impl_sdl.*, reused imgui_impl_opengl* files. 2018-02-18 20:26:20 +01:00
omar
42c32bf00c Examples: OpenGL2, OpenGL3: Added glPixelStorei() calls borrowed from SDL examples. 2018-02-18 20:26:20 +01:00
omar
c8a9969511 Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw 2018-02-18 20:26:20 +01:00
omar
b0a8734c92 Examples: GLFW+GL3: Split imgui_impl_glfw_gl3 into imgui_impl_glfw and imgui_impl_gl3 (wip) 2018-02-18 20:26:19 +01:00
omar
8d0723c2c3 ImFontAtlas: Added IsBuilt() helper. 2018-02-18 20:26:19 +01:00
91 changed files with 15672 additions and 3185 deletions

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@@ -8,7 +8,7 @@ body:
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:

3
.gitignore vendored
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@@ -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

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@@ -7,8 +7,9 @@
// [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 convert vertices manually.
// [ ] 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.
@@ -20,6 +21,7 @@
// 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
@@ -594,6 +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);

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@@ -9,6 +9,7 @@
// 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.

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@@ -8,6 +8,7 @@
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] 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.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)

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@@ -8,6 +8,7 @@
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] 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.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)

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@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -15,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@@ -47,7 +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;
@@ -81,14 +83,17 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX10_InitMultiViewportSupport();
static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
{
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;
@@ -152,8 +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;
@@ -167,8 +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;
@@ -431,7 +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;
@@ -563,6 +566,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -579,6 +583,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
ImGui_ImplDX10_InitMultiViewportSupport();
return true;
}
@@ -588,12 +594,13 @@ void ImGui_ImplDX10_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_ShutdownMultiViewportSupport();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -606,6 +613,129 @@ void ImGui_ImplDX10_NewFrame()
ImGui_ImplDX10_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;
ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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'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);
// 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);
// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// 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

@@ -5,6 +5,7 @@
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -16,6 +17,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@@ -68,6 +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; }
};
@@ -84,14 +88,17 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX11_InitMultiViewportSupport();
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
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;
@@ -158,8 +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;
@@ -172,8 +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;
@@ -447,7 +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;
@@ -579,6 +584,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -598,6 +604,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
ImGui_ImplDX11_InitMultiViewportSupport();
return true;
}
@@ -607,13 +615,14 @@ void ImGui_ImplDX11_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownMultiViewportSupport();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -626,6 +635,150 @@ void ImGui_ImplDX11_NewFrame()
ImGui_ImplDX11_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;
ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~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'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
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 != nullptr)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
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()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -5,6 +5,7 @@
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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'.
// 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

@@ -5,6 +5,8 @@
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [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/
@@ -19,6 +21,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@@ -64,6 +69,8 @@ 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
@@ -72,18 +79,16 @@ struct ImGui_ImplDX12_Data
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
ID3D12CommandQueue* pCommandQueue;
bool commandQueueOwned;
DXGI_FORMAT RTVFormat;
DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Texture FontTexture;
bool LegacySingleDescriptorUsed;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -102,11 +107,88 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
// Buffers used for secondary viewports created by the multi-viewports systems
struct ImGui_ImplDX12_FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
};
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Main viewport created by application will only use the Resources field.
// Secondary viewports created by this backend will use all the fields (including Window fields),
struct ImGui_ImplDX12_ViewportData
{
// Window
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
ID3D12Fence* Fence;
UINT64 FenceSignaledValue;
HANDLE FenceEvent;
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;
// Render buffers
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
{
CommandQueue = nullptr;
CommandList = nullptr;
RtvDescHeap = nullptr;
SwapChain = nullptr;
Fence = nullptr;
FenceSignaledValue = 0;
FenceEvent = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = UINT_MAX;
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].CommandAllocator = nullptr;
FrameCtx[i].RenderTarget = nullptr;
// Create buffers with a default size (they will later be grown as needed)
FrameRenderBuffers[i].IndexBuffer = nullptr;
FrameRenderBuffers[i].VertexBuffer = nullptr;
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGui_ImplDX12_ViewportData()
{
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(Fence == nullptr);
IM_ASSERT(FenceEvent == nullptr);
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
}
delete[] FrameCtx; FrameCtx = nullptr;
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
}
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Forward Declarations
static void ImGui_ImplDX12_InitPlatformInterface();
static void ImGui_ImplDX12_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
{
@@ -131,8 +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;
@@ -143,14 +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;
@@ -180,24 +259,22 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
// FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
vd->FrameIndex++;
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
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;
@@ -214,13 +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;
@@ -328,8 +403,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
// 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;
@@ -352,11 +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;
@@ -376,26 +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;
@@ -412,15 +488,6 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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));
@@ -435,6 +502,7 @@ 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));
@@ -444,7 +512,6 @@ static void ImGui_ImplDX12_CreateFontsTexture()
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
@@ -563,8 +630,7 @@ 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;
@@ -701,28 +767,31 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return true;
}
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
ImGuiIO& io = ImGui::GetIO();
if (bd->commandQueueOwned)
SafeRelease(bd->pCommandQueue);
bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
// 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.
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
@@ -737,6 +806,8 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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;
@@ -745,6 +816,14 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
// 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)
@@ -754,7 +833,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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);
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;
@@ -772,18 +851,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
// Create buffers with a default size (they will later be grown as needed)
bd->frameIndex = UINT_MAX;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
@@ -798,8 +865,19 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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;;
return ImGui_ImplDX12_Init(&init_info);
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
@@ -809,13 +887,24 @@ void ImGui_ImplDX12_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Manually delete main viewport render resources in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
{
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
}
// Clean up windows and device objects
ImGui_ImplDX12_ShutdownPlatformInterface();
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -828,6 +917,246 @@ void ImGui_ImplDX12_NewFrame()
ImGui_ImplDX12_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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'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);
vd->FrameIndex = UINT_MAX;
// Create command queue.
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
HRESULT res = S_OK;
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
IM_ASSERT(res == S_OK);
// Create command allocator.
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
{
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
IM_ASSERT(res == S_OK);
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
// Create fence.
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
IM_ASSERT(res == S_OK);
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(vd->FenceEvent != nullptr);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
DXGI_SWAP_CHAIN_DESC1 sd1;
ZeroMemory(&sd1, sizeof(sd1));
sd1.BufferCount = bd->numFramesInFlight;
sd1.Width = (UINT)viewport->Size.x;
sd1.Height = (UINT)viewport->Size.y;
sd1.Format = bd->RTVFormat;
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd1.SampleDesc.Count = 1;
sd1.SampleDesc.Quality = 0;
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd1.Scaling = DXGI_SCALING_NONE;
sd1.Stereo = FALSE;
IDXGIFactory4* dxgi_factory = nullptr;
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
IM_ASSERT(res == S_OK);
IDXGISwapChain1* swap_chain = nullptr;
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
dxgi_factory->Release();
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets
if (vd->SwapChain)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bd->numFramesInFlight;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
IM_ASSERT(hr == S_OK);
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
rtv_handle.ptr += rtv_descriptor_size;
}
ID3D12Resource* back_buffer;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
HRESULT hr = S_FALSE;
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
{
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
}
}
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{
ImGui_WaitForPendingOperations(vd);
SafeRelease(vd->CommandQueue);
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
SafeRelease(vd->Fence);
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = nullptr;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
SafeRelease(vd->FrameCtx[i].RenderTarget);
SafeRelease(vd->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_WaitForPendingOperations(vd);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(vd->FrameCtx[i].RenderTarget);
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
}
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
// Draw
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0);
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
::SwitchToThread();
}
void ImGui_ImplDX12_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
}
void ImGui_ImplDX12_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -5,6 +5,7 @@
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [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/
@@ -27,14 +28,14 @@
struct ImGui_ImplDX12_InitInfo
{
ID3D12Device* Device;
ID3D12CommandQueue* CommandQueue;
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, future versions will need to allocate more)
// (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);
@@ -54,7 +55,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
#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'
// - 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

View File

@@ -5,6 +5,7 @@
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -16,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@@ -79,6 +81,12 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX9_InitMultiViewportSupport();
static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
@@ -283,6 +291,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
if (global_vtx_offset == 0)
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// Restore the DX9 transform
device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view);
@@ -322,11 +335,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
return true;
}
@@ -336,11 +352,12 @@ void ImGui_ImplDX9_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_ShutdownMultiViewportSupport();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -397,6 +414,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
@@ -408,6 +426,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
@@ -419,6 +438,148 @@ void ImGui_ImplDX9_NewFrame()
ImGui_ImplDX9_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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'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);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != nullptr);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = nullptr;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = nullptr;
LPDIRECT3DSURFACE9 last_render_target = nullptr;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -5,6 +5,7 @@
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// 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

@@ -9,6 +9,11 @@
// [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 (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'.
// 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.
@@ -25,7 +30,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// 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:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
@@ -41,6 +51,7 @@
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
@@ -125,11 +136,29 @@
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
#define GLFW_HAS_VULKAN (0)
#else
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
#endif
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
@@ -149,7 +178,10 @@ struct ImGui_ImplGlfw_Data
double Time;
GLFWwindow* MouseWindow;
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool MouseIgnoreButtonUpWaitForFocusLoss;
bool MouseIgnoreButtonUp;
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -184,6 +216,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitMultiViewportSupport();
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
// Functions
// Not static to allow third-party code to use that if they want to (but undocumented)
@@ -217,6 +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;
@@ -337,6 +376,10 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackMousebutton(window, button, action, mods);
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
return;
ImGui_ImplGlfw_UpdateKeyModifiers(window);
ImGuiIO& io = ImGui::GetIO();
@@ -404,6 +447,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
ImGui_ImplGlfw_UpdateKeyModifiers(window);
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
@@ -418,6 +464,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackWindowFocus(window, focused);
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
@@ -429,6 +479,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
@@ -467,7 +524,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -489,32 +546,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
#endif
#ifdef _WIN32
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
switch (msg)
{
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
}
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
@@ -590,13 +622,25 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
#ifndef __EMSCRIPTEN__
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Window = window;
bd->Time = 0.0;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#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
@@ -631,6 +675,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// Update monitor a first time during init
// (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
@@ -641,6 +690,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#else
IM_UNUSED(main_viewport);
#endif
ImGui_ImplGlfw_InitMultiViewportSupport();
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
@@ -691,6 +741,8 @@ void ImGui_ImplGlfw_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -710,7 +762,7 @@ void ImGui_ImplGlfw_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
@@ -718,10 +770,15 @@ static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = bd->Window;
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const bool is_window_focused = true;
#else
@@ -730,19 +787,54 @@ static void ImGui_ImplGlfw_UpdateMouseData()
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// 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)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
mouse_x += window_x;
mouse_y += window_y;
}
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
#endif
}
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
io.AddMouseViewportEvent(mouse_viewport_id);
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
@@ -753,9 +845,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
GLFWwindow* window = bd->Window;
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@@ -824,6 +917,48 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#undef MAP_ANALOG
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
return;
platform_io.Monitors.resize(0);
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
if (vid_mode == nullptr)
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#if GLFW_HAS_MONITOR_WORK_AREA
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
{
monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.WorkSize = ImVec2((float)w, (float)h);
}
#endif
#if GLFW_HAS_PER_MONITOR_DPI
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
if (x_scale == 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = x_scale;
#endif
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
@@ -838,6 +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);
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)
@@ -847,6 +983,7 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
bd->MouseIgnoreButtonUp = false;
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
@@ -916,6 +1053,404 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
#ifdef _WIN32
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
viewport->PlatformRequestClose = true;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
//data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestResize = true;
}
}
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
#ifdef __linux__
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
#endif
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
#if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
#endif
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
viewport->PlatformHandle = (void*)vd->Window;
#ifdef _WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
#endif
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapInterval(0);
}
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
if (vd->WindowOwned)
{
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
if (bd->KeyOwnerWindows[i] == vd->Window)
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
glfwDestroyWindow(vd->Window);
}
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// GLFW hack: install hook for WM_NCHITTEST message handler
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
#if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
// See https://github.com/glfw/glfw/issues/1189
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
#endif
glfwShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x, y, width, height;
glfwGetWindowPos(vd->Window, &x, &y);
glfwGetWindowSize(vd->Window, &width, &height);
glfwSetWindowPos(vd->Window, x, y - height + size.y);
#endif
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowTitle(vd->Window, title);
}
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwFocusWindow(vd->Window);
#else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
glfwMakeContextCurrent(vd->Window);
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapBuffers(vd->Window);
}
}
//--------------------------------------------------------------------------------------------------------
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
//--------------------------------------------------------------------------------------------------------
// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
#endif // VULKAN_H_
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(bd);
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitMultiViewportSupport()
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
#if GLFW_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->Window;
}
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
#ifdef _WIN32
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
WNDPROC prev_wndproc = bd->PrevWndProc;
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
if (viewport != NULL)
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
prev_wndproc = vd->PrevWndProc;
switch (msg)
{
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
case WM_NCHITTEST:
{
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
return HTTRANSPARENT;
break;
}
#endif
}
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
}
#endif // #ifdef _WIN32
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -1,6 +1,7 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
@@ -8,6 +9,11 @@
// [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 (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'.
// 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

@@ -13,6 +13,7 @@
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -50,7 +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

@@ -13,6 +13,7 @@
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// [ ] Platform: Missing multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -13,6 +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

@@ -4,6 +4,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -15,7 +16,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 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.
@@ -39,6 +42,12 @@
#import <time.h>
#import <Metal/Metal.h>
// Forward Declarations
static void ImGui_ImplMetal_InitMultiViewportSupport();
static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
#pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused
@@ -133,10 +142,13 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
ImGui_ImplMetal_InitMultiViewportSupport();
return true;
}
@@ -145,13 +157,14 @@ 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();
ImGui_ImplMetal_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
@@ -311,11 +324,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__block MetalContext* sharedMetalContext = bd->SharedMetalContext;
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
@synchronized(bd->SharedMetalContext.bufferCache)
@synchronized(sharedMetalContext.bufferCache)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
@@ -369,6 +382,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
#ifdef IMGUI_IMPL_METAL_CPP
[depthStencilDescriptor release];
#endif
@@ -380,9 +394,155 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGui_ImplMetal_DestroyFontsTexture();
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - Multi-viewport support
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#endif
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataMetal
{
CAMetalLayer* MetalLayer;
id<MTLCommandQueue> CommandQueue;
MTLRenderPassDescriptor* RenderPassDescriptor;
void* Handle = nullptr;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != nullptr);
id<MTLDevice> device = bd->SharedMetalContext.device;
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.framebufferOnly = YES;
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
#if TARGET_OS_OSX
NSWindow* window = (__bridge NSWindow*)handle;
NSView* view = window.contentView;
view.layer = layer;
view.wantsLayer = YES;
#endif
data->MetalLayer = layer;
data->CommandQueue = [device newCommandQueue];
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
data->Handle = handle;
}
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = nullptr;
}
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
{
return CGSizeMake(size.width * scale, size.height * scale);
}
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
}
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
#if TARGET_OS_OSX
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
NSWindow* window = (__bridge NSWindow*)handle;
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
{
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
// approximately 1 second if the Metal layer is completely occluded.
return;
}
data->FirstFrame = false;
viewport->DpiScale = (float)window.backingScaleFactor;
if (data->MetalLayer.contentsScale != viewport->DpiScale)
{
data->MetalLayer.contentsScale = viewport->DpiScale;
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
}
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
#endif
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
if (drawable == nil)
return;
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
static void ImGui_ImplMetal_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
}
static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer

View File

@@ -3,6 +3,7 @@
// 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).
@@ -24,6 +25,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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;
@@ -83,6 +95,10 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
// Functions
bool ImGui_ImplOpenGL2_Init()
{
@@ -94,6 +110,9 @@ bool ImGui_ImplOpenGL2_Init()
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGui_ImplOpenGL2_InitMultiViewportSupport();
return true;
}
@@ -104,9 +123,11 @@ void ImGui_ImplOpenGL2_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
IM_DELETE(bd);
}
@@ -155,7 +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();
@@ -302,6 +323,35 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -3,6 +3,7 @@
// 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).

View File

@@ -6,6 +6,7 @@
// 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) 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:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -22,6 +23,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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)
@@ -53,7 +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.
@@ -169,6 +172,7 @@
// - 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
@@ -252,6 +256,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
@@ -276,6 +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)
{
@@ -283,14 +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)();
@@ -303,6 +321,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
GLint major = 0;
@@ -344,6 +363,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
@@ -384,6 +404,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
}
#endif
ImGui_ImplOpenGL3_InitMultiViewportSupport();
return true;
}
@@ -393,10 +415,11 @@ void ImGui_ImplOpenGL3_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -405,6 +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)
@@ -496,6 +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
@@ -956,6 +983,34 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)

View File

@@ -6,6 +6,7 @@
// 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) 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:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.

View File

@@ -10,6 +10,11 @@
// [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.
// 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.
@@ -19,6 +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

@@ -10,6 +10,11 @@
// [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.
// 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.
@@ -29,6 +34,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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
@@ -36,7 +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).
@@ -96,6 +103,9 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations
static void ImGui_ImplOSX_InitMultiViewportSupport();
static void ImGui_ImplOSX_ShutdownMultiViewportSupport();
static void ImGui_ImplOSX_UpdateMonitors();
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@@ -142,9 +152,25 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
NSWindow* window = view.window;
if (!window)
return;
NSRect contentRect = [window contentRectForFrameRect:window.frame];
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
_imeRect = [window convertRectToScreen:rect];
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
NSRect frame = window.frame;
NSRect contentRect = window.contentLayoutRect;
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
contentRect = frame;
NSRect firstScreenFrame = NSScreen.screens[0].frame;
_imeRect = NSMakeRect(_posX, _posY, 0, 0);
_imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect()
}
else
{
NSRect contentRect = [window contentRectForFrameRect:window.frame];
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
_imeRect = [window convertRectToScreen:rect];
}
}
- (void)viewDidMoveToWindow
@@ -239,6 +265,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
- (void)displaysDidChange:(NSNotification*)aNotification;
@end
@@ -256,6 +283,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
io.AddFocusEvent(false);
}
- (void)displaysDidChange:(NSNotification*)aNotification
{
ImGui_ImplOSX_UpdateMonitors();
}
@end
// Functions
@@ -410,23 +442,27 @@ bool ImGui_ImplOSX_Init(NSView* view)
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
ImGui_ImplOSX_UpdateMonitors();
ImGui_ImplOSX_InitMultiViewportSupport();
// Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false;
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.
@@ -497,6 +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)
{
@@ -504,12 +541,12 @@ void ImGui_ImplOSX_Shutdown()
bd->Monitor = nullptr;
}
ImGui_ImplOSX_ShutdownMultiViewportSupport();
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
}
static void ImGui_ImplOSX_UpdateMouseCursor()
@@ -686,14 +723,23 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{
NSPoint mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil];
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
NSPoint mousePoint;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
mousePoint = NSEvent.mouseLocation;
mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display.
}
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
{
mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
}
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
return io.WantCaptureMouse;
@@ -821,6 +867,294 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
}];
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataOSX
{
NSWindow* Window;
bool WindowOwned;
ImGuiViewportDataOSX() { WindowOwned = false; }
~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); }
};
@interface ImGui_ImplOSX_Window: NSWindow
@end
@implementation ImGui_ImplOSX_Window
- (BOOL)canBecomeKeyWindow
{
return YES;
}
@end
static void ConvertNSRect(NSRect* r)
{
NSRect firstScreenFrame = NSScreen.screens[0].frame;
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height;
}
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
viewport->PlatformUserData = data;
NSScreen* screen = bd->Window.screen;
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
ConvertNSRect(&rect);
NSWindowStyleMask styleMask = 0;
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
styleMask |= NSWindowStyleMaskBorderless;
else
styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable;
NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:YES
screen:screen];
if (viewport->Flags & ImGuiViewportFlags_TopMost)
[window setLevel:NSFloatingWindowLevel];
window.title = @"Untitled";
window.opaque = YES;
KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect];
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15)
[view setWantsBestResolutionOpenGLSurface:YES];
window.contentView = view;
data->Window = window;
data->WindowOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
}
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
{
NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw;
window = nil;
if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData)
{
NSWindow* window = data->Window;
if (window != nil && data->WindowOwned)
{
window.contentView = nil;
window.contentViewController = nil;
[window orderOut:nil];
}
data->Window = nil;
IM_DELETE(data);
}
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
}
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
[data->Window orderFront:nil];
else
[data->Window makeKeyAndOrderFront:nil];
[data->Window setIsVisible:YES];
}
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSRect frame = window.frame;
NSRect contentRect = window.contentLayoutRect;
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
contentRect = frame;
NSRect firstScreenFrame = NSScreen.screens[0].frame;
return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height);
}
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSSize size = window.frame.size;
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
ConvertNSRect(&r);
[window setFrameOrigin:r.origin];
}
static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSSize size = window.contentLayoutRect.size;
return ImVec2(size.width, size.height);
}
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
NSWindow* window = data->Window;
NSRect rect = window.frame;
rect.origin.y -= (size.y - rect.size.height);
rect.size.width = size.x;
rect.size.height = size.y;
[window setFrame:rect display:YES];
}
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
[data->Window makeKeyAndOrderFront:bd->Window];
}
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.isKeyWindow;
}
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.isMiniaturized;
}
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
data->Window.title = [NSString stringWithUTF8String:title];
}
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
data->Window.alphaValue = alpha;
}
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData;
IM_ASSERT(data->Window != 0);
return data->Window.backingScaleFactor;
}
static void ImGui_ImplOSX_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
NSRect firstScreenFrame = NSScreen.screens[0].frame;
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
for (NSScreen* screen in NSScreen.screens)
{
NSRect frame = screen.frame;
NSRect visibleFrame = screen.visibleFrame;
ConvertNSRect(&frame);
ConvertNSRect(&visibleFrame);
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y);
imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height);
imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y);
imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height);
imgui_monitor.DpiScale = screen.backingScaleFactor;
imgui_monitor.PlatformHandle = (__bridge_retained void*)screen;
platform_io.Monitors.push_back(imgui_monitor);
}
}
static void ImGui_ImplOSX_InitMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)();
data->Window = bd->Window;
data->WindowOwned = false;
main_viewport->PlatformUserData = data;
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
selector:@selector(displaysDidChange:)
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
}
static void ImGui_ImplOSX_ShutdownMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
bd->Observer = nullptr;
bd->Window = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
IM_DELETE(data);
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -10,6 +10,10 @@
// [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: 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'.
// 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).
// 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 +25,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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:
@@ -58,7 +71,7 @@
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 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: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@@ -99,6 +112,7 @@
#endif
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#ifdef __APPLE__
@@ -113,19 +127,29 @@
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#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>
#else
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
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;
// Mouse handling
Uint32 MouseWindowID;
@@ -134,6 +158,7 @@ struct ImGui_ImplSDL2_Data
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling
ImVector<SDL_GameController*> Gamepads;
@@ -152,6 +177,11 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
{
@@ -168,13 +198,13 @@ static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
@@ -185,7 +215,6 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
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;
@@ -203,17 +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;
@@ -309,6 +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;
}
@@ -323,15 +370,13 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -345,6 +390,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -408,8 +460,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_WINDOWEVENT:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@@ -425,8 +479,14 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
else if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
else if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
else if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_CONTROLLERDEVICEADDED:
@@ -464,13 +524,23 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -479,8 +549,13 @@ 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
ImGui_ImplSDL2_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
@@ -494,6 +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
@@ -533,7 +610,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
(void)sdl_gl_context; // Unused in 'master' branch.
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
@@ -547,7 +628,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -581,6 +666,8 @@ void ImGui_ImplSDL2_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -589,10 +676,11 @@ void ImGui_ImplSDL2_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -600,28 +688,66 @@ 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 = (bd->Window == focused_window);
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
// (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)
{
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
// 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)
int mouse_x, mouse_y, window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
@@ -665,7 +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]);
}
@@ -755,6 +881,43 @@ static void ImGui_ImplSDL2_UpdateGamepads()
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
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
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
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
{
if (dpi <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = dpi / 96.0f;
}
#endif
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -779,6 +942,9 @@ void ImGui_ImplSDL2_NewFrame()
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
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)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -795,6 +961,13 @@ void ImGui_ImplSDL2_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
@@ -802,6 +975,256 @@ void ImGui_ImplSDL2_NewFrame()
ImGui_ImplSDL2_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
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); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window);
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
#elif defined(_WIN32)
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -9,6 +9,10 @@
// [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: 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'.
// 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).
// 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

@@ -1,16 +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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features 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.
@@ -22,7 +23,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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
@@ -93,6 +104,7 @@ struct ImGui_ImplSDL3_Data
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
// IME handling
SDL_Window* ImeWindow;
@@ -104,11 +116,12 @@ struct ImGui_ImplSDL3_Data
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -122,6 +135,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
@@ -151,8 +169,8 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
@@ -204,17 +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;
@@ -293,6 +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;
}
@@ -305,18 +341,15 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -330,6 +363,13 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -410,6 +450,21 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
@@ -455,16 +510,30 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendPlatformName = "imgui_impl_sdl3";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
@@ -479,6 +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
@@ -491,27 +562,35 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
@@ -550,6 +629,8 @@ void ImGui_ImplSDL3_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -558,10 +639,11 @@ void ImGui_ImplSDL3_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -569,10 +651,16 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
// - SDL_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 = (bd->Window == focused_window);
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
@@ -581,19 +669,48 @@ static void ImGui_ImplSDL3_UpdateMouseData()
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
// (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)
float mouse_x_global, mouse_y_global;
// 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)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
@@ -637,7 +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]);
}
@@ -728,6 +845,38 @@ static void ImGui_ImplSDL3_UpdateGamepads()
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
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);
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);
monitor.PlatformHandle = (void*)(intptr_t)n;
if (monitor.DpiScale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
platform_io.Monitors.push_back(monitor);
}
SDL_free(displays);
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -745,6 +894,9 @@ void ImGui_ImplSDL3_NewFrame()
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
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)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -761,6 +913,13 @@ void ImGui_ImplSDL3_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
@@ -768,6 +927,255 @@ void ImGui_ImplSDL3_NewFrame()
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
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); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
{
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
return SDL_GetWindowFromID(window_id);
}
return nullptr;
}
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
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;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DestroyContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Show icon in task bar (#7989)
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style |= WS_EX_APPWINDOW;
ex_style &= ~WS_EX_TOOLWINDOW;
::ShowWindow(hwnd, SW_HIDE);
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
// Update SDL3 parent if it changed _after_ creation.
// This is for advanced apps that are manipulating ParentViewportID manually.
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->ParentWindow)
{
vd->ParentWindow = new_parent;
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
}
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = (SDL_GLContext)sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -1,16 +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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features 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.

View File

@@ -4,6 +4,8 @@
// 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/
@@ -21,13 +23,16 @@
// 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
// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
// 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
{
@@ -37,10 +42,9 @@ struct ImGui_ImplSDLGPU3_FrameData
uint32_t IndexBufferSize = 0;
};
// SDL_GPU Data
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
@@ -57,8 +61,6 @@ struct ImGui_ImplSDLGPU3_Data
};
// Forward Declarations
static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
@@ -89,8 +91,8 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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);
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
@@ -101,7 +103,7 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
viewport.h = (float)fb_height;
viewport.min_depth = 0.0f;
viewport.max_depth = 1.0f;
SDL_SetGPUViewport(render_pass,&viewport);
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.
@@ -116,16 +118,17 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
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->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
// 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->GpuDevice, &buffer_info);
*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");
}
@@ -142,7 +145,7 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
@@ -160,13 +163,13 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
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->GpuDevice, &index_transferbuffer_info);
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->GpuDevice, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
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];
@@ -175,8 +178,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
@@ -196,11 +199,11 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
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_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->GpuDevice, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
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)
@@ -278,16 +281,16 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
SDL_SetGPUScissor(render_pass, &scissor_rect);
}
bool ImGui_ImplSDLGPU3_CreateFontsTexture()
void ImGui_ImplSDLGPU3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// Destroy existing texture (if any)
if (bd->FontTexture)
{
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_WaitForGPUIdle(v->Device);
ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
@@ -308,7 +311,7 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture()
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
}
@@ -317,39 +320,37 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture()
// Create all the upload structures and upload:
{
SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {};
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
font_transferbuffer_info.size = upload_size;
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = upload_size;
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
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->GpuDevice, font_transferbuffer, false);
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false);
memcpy(texture_ptr, pixels, upload_size);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer);
SDL_GPUTextureTransferInfo font_transfer_info = {};
font_transfer_info.offset = 0;
font_transfer_info.transfer_buffer = font_transferbuffer;
SDL_GPUTextureTransferInfo transfer_info = {};
transfer_info.offset = 0;
transfer_info.transfer_buffer = transferbuffer;
SDL_GPUTextureRegion font_texture_region = {};
font_texture_region.texture = bd->FontTexture;
font_texture_region.w = width;
font_texture_region.h = height;
font_texture_region.d = 1;
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->GpuDevice);
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
return true;
}
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
@@ -357,10 +358,10 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (bd->FontTexture)
{
SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
SDL_ReleaseGPUTexture(v->Device, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
@@ -371,9 +372,9 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
@@ -422,8 +423,8 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
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");
}
@@ -431,7 +432,7 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
@@ -507,14 +508,14 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_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");
}
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (!bd->FontSampler)
{
@@ -529,27 +530,26 @@ bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
sampler_info.mip_lod_bias = 0.0f;
sampler_info.min_lod = -1000.0f;
sampler_info.max_lod = 1000.0f;
sampler_info.enable_anisotropy = true;
sampler_info.enable_anisotropy = false;
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
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();
return true;
ImGui_ImplSDLGPU3_CreateFontsTexture();
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
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;
@@ -559,15 +559,15 @@ void ImGui_ImplSDLGPU3_DestroyFrameData()
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
ImGui_ImplSDLGPU3_DestroyFontsTexture();
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
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)
@@ -582,10 +582,10 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
IM_ASSERT(info->GpuDevice != nullptr);
IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->GPUInitInfo = *info;
bd->InitInfo = *info;
ImGui_ImplSDLGPU3_CreateDeviceObjects();

View File

@@ -4,6 +4,8 @@
// 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/
@@ -29,18 +31,21 @@
// - 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* GpuDevice = nullptr;
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 bool ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
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

@@ -1,16 +1,20 @@
// 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) 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).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -21,6 +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.
@@ -97,10 +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()
@@ -114,21 +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
@@ -151,9 +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++)
@@ -198,7 +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),
@@ -228,7 +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

@@ -1,16 +1,20 @@
// 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) 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).
// 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

@@ -1,18 +1,20 @@
// 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) 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).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -23,6 +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.
@@ -98,10 +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()
@@ -135,21 +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
@@ -174,9 +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++)
@@ -217,7 +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),
@@ -247,7 +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

@@ -1,18 +1,20 @@
// 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) 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).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -5,6 +5,7 @@
// [!] 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).
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -26,6 +27,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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)
@@ -51,7 +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.
@@ -104,6 +108,7 @@ void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulka
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
@@ -120,15 +125,18 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
@@ -179,13 +187,17 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences)
// Define function pointers
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
@@ -216,7 +228,7 @@ struct ImGui_ImplVulkan_WindowRenderBuffers
{
uint32_t Index;
uint32_t Count;
ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
ImVector<ImGui_ImplVulkan_FrameRenderBuffers> FrameRenderBuffers;
};
struct ImGui_ImplVulkan_Texture
@@ -229,6 +241,20 @@ struct ImGui_ImplVulkan_Texture
ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
// For multi-viewport support:
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplVulkan_ViewportData
{
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports
bool WindowOwned;
bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned.
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
};
// Vulkan data
struct ImGui_ImplVulkan_Data
{
@@ -237,7 +263,8 @@ struct ImGui_ImplVulkan_Data
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline;
VkPipeline Pipeline; // pipeline for main render pass (created by app)
VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend)
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
VkDescriptorPool DescriptorPool;
@@ -262,6 +289,10 @@ struct ImGui_ImplVulkan_Data
// SHADERS
//-----------------------------------------------------------------------------
// Forward Declarations
static void ImGui_ImplVulkan_InitMultiViewportSupport();
static void ImGui_ImplVulkan_ShutdownMultiViewportSupport();
// backends/vulkan/glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
@@ -499,14 +530,16 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pipeline == VK_NULL_HANDLE)
pipeline = bd->Pipeline;
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
if (wrb->FrameRenderBuffers == nullptr)
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
IM_ASSERT(viewport_renderer_data != nullptr);
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
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;
@@ -1065,7 +1098,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyFontsTexture();
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
@@ -1076,15 +1109,39 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; }
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)); \
@@ -1094,9 +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);
@@ -1111,12 +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);
@@ -1134,6 +1191,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -1152,6 +1210,12 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
ImGui_ImplVulkan_CreateDeviceObjects();
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
ImGui_ImplVulkan_InitMultiViewportSupport();
return true;
}
@@ -1161,10 +1225,21 @@ void ImGui_ImplVulkan_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// First destroy objects in all viewports
ImGui_ImplVulkan_DestroyDeviceObjects();
// Manually delete main viewport render data in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData)
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
// Clean up windows
ImGui_ImplVulkan_ShutdownMultiViewportSupport();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -1184,10 +1259,12 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
return;
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
@@ -1250,8 +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;
}
@@ -1460,15 +1536,11 @@ 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);
if (wd->Pipeline)
vkDestroyPipeline(device, wd->Pipeline, allocator);
// If min image count was not specified, request different count of images dependent on selected present mode
if (min_image_count == 0)
@@ -1518,12 +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];
}
@@ -1621,6 +1692,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
(void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
}
@@ -1633,11 +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;
vkDestroyPipeline(device, wd->Pipeline, allocator);
wd->Frames.clear();
wd->FrameSemaphores.clear();
vkDestroyRenderPass(device, wd->RenderPass, allocator);
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
@@ -1665,6 +1734,296 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
}
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData)
ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
viewport->RendererUserData = vd;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
// Create surface
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
check_vk_result(err);
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
IM_ASSERT(0); // Error: no WSI support on physical device
return;
}
// Select Surface Format
ImVector<VkFormat> requestSurfaceImageFormats;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
#endif
const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
for (VkFormat format : defaultFormats)
requestSurfaceImageFormats.push_back(format);
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace);
// Select Present Mode
// FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
wd->UseDynamicRendering = v->UseDynamicRendering;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
vd->WindowOwned = true;
// Create pipeline (shared by all secondary viewports)
if (bd->PipelineForViewports == VK_NULL_HANDLE)
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &bd->PipelineForViewports, 0);
}
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
{
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (vd->WindowOwned)
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator);
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle)
return;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
}
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
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 = vd->SwapChainSuboptimal = false;
}
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)
{
vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame.
return;
}
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
check_vk_result(err);
fd = &wd->Frames[wd->FrameIndex];
}
for (;;)
{
err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
if (err == VK_SUCCESS) break;
if (err == VK_TIMEOUT) continue;
check_vk_result(err);
}
{
err = vkResetCommandPool(v->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);
}
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
}
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
// Transition swapchain image to a layout suitable for drawing.
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
VkRenderingAttachmentInfo attachmentInfo = {};
attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
attachmentInfo.imageView = fd->BackbufferView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue = wd->ClearValue;
VkRenderingInfo renderingInfo = {};
renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
renderingInfo.renderArea.extent.width = wd->Width;
renderingInfo.renderArea.extent.height = wd->Height;
renderingInfo.layerCount = 1;
renderingInfo.viewMask = 0;
renderingInfo.colorAttachmentCount = 1;
renderingInfo.pColorAttachments = &attachmentInfo;
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo);
}
else
#endif
{
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 = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
}
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports);
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer);
// Transition image to a layout suitable for presentation
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
}
else
#endif
{
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 = &fsd->ImageAcquiredSemaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkResetFences(v->Device, 1, &fd->Fence);
check_vk_result(err);
err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
}
static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering
return;
VkResult err;
uint32_t present_index = wd->FrameIndex;
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &present_index;
err = vkQueuePresentKHR(v->Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
vd->SwapChainNeedRebuild = true;
return;
}
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
void ImGui_ImplVulkan_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler.");
platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
}
void ImGui_ImplVulkan_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -5,6 +5,7 @@
// [!] 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).
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -75,16 +76,17 @@
// - 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; 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
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;
@@ -103,7 +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!
@@ -123,7 +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.
@@ -161,8 +163,8 @@ struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window;
// Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
@@ -199,7 +201,6 @@ struct ImGui_ImplVulkanH_Window
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
bool UseDynamicRendering;
bool ClearEnable;
VkClearValue ClearValue;
@@ -207,8 +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

@@ -6,6 +6,8 @@
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,6 +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.
@@ -40,6 +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__
@@ -52,14 +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
@@ -71,7 +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
};
@@ -245,7 +254,6 @@ static void SafeRelease(RenderResources& res)
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -261,14 +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 = {};
@@ -276,7 +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";
@@ -393,7 +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,
@@ -420,7 +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,
@@ -485,18 +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);
@@ -518,6 +523,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// 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;
}
@@ -533,7 +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";
@@ -561,12 +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;
@@ -600,7 +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,
@@ -666,9 +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];
@@ -708,7 +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;
@@ -743,11 +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);
@@ -807,7 +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

@@ -13,6 +13,8 @@
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// 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

@@ -7,6 +7,7 @@
// [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 (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.
// 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 +22,13 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
@@ -103,6 +111,11 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// Forward Declarations
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
static void ImGui_ImplWin32_UpdateMonitors();
struct ImGui_ImplWin32_Data
{
HWND hWnd;
@@ -113,6 +126,7 @@ struct ImGui_ImplWin32_Data
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
bool WantUpdateMonitors;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
@@ -167,6 +181,8 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->hWnd = (HWND)hwnd;
bd->TicksPerSecond = perf_frequency;
@@ -174,10 +190,17 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Set platform dependent data in viewport
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// 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());
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -220,6 +243,9 @@ void ImGui_ImplWin32_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
@@ -228,7 +254,7 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
@@ -256,6 +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));
@@ -298,32 +326,69 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
{
// 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);
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, ImGuiPlatformIO& platform_io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window == bd->hWnd);
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)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
::ClientToScreen(focused_window, &pos);
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
{
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.AddMousePosEvent((float)pos.x, (float)pos.y);
// 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)
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
// 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)
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
POINT mouse_pos = mouse_screen_pos;
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
::ScreenToClient(bd->hWnd, &mouse_pos);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
@@ -384,16 +449,50 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
#endif
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
{
MONITORINFO info = {};
info.cbSize = sizeof(MONITORINFO);
if (!::GetMonitorInfo(monitor, &info))
return TRUE;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
imgui_monitor.PlatformHandle = (void*)monitor;
if (imgui_monitor.DpiScale <= 0.0f)
return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)
io.Monitors.push_front(imgui_monitor);
else
io.Monitors.push_back(imgui_monitor);
return TRUE;
}
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui::GetPlatformIO().Monitors.resize(0);
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
bd->WantUpdateMonitors = false;
}
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 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step
INT64 current_time = 0;
@@ -402,7 +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);
@@ -428,6 +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;
@@ -445,17 +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;
@@ -547,8 +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.
@@ -618,8 +739,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->MouseTrackedArea = area;
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
return 0;
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
::ClientToScreen(hwnd, &mouse_pos);
if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
::ScreenToClient(hwnd, &mouse_pos);
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
return 0;
@@ -765,6 +889,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->WantUpdateHasGamepad = true;
#endif
return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
case WM_SETTINGCHANGE:
if (wParam == SPI_SETWORKAREA)
bd->WantUpdateMonitors = true;
return 0;
}
return 0;
}
@@ -790,9 +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;
@@ -800,10 +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
@@ -829,6 +960,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// Make sure monitors will be updated with latest correct scaling
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
bd->WantUpdateMonitors = true;
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -861,16 +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);
@@ -928,6 +1063,386 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
}
}
//---------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
HWND HwndParent;
bool HwndOwned;
DWORD DwStyle;
DWORD DwExStyle;
ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
};
static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
{
if (flags & ImGuiViewportFlags_NoDecoration)
*out_style = WS_POPUP;
else
*out_style = WS_OVERLAPPEDWINDOW;
if (flags & ImGuiViewportFlags_NoTaskBarIcon)
*out_ex_style = WS_EX_TOOLWINDOW;
else
*out_ex_style = WS_EX_APPWINDOW;
if (flags & ImGuiViewportFlags_TopMost)
*out_ex_style |= WS_EX_TOPMOST;
}
static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
return (HWND)viewport->PlatformHandle;
return nullptr;
}
static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
viewport->PlatformUserData = vd;
// Select style and parent window
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
// Create window
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
vd->Hwnd = ::CreateWindowExW(
vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
vd->HwndOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
{
if (::GetCapture() == vd->Hwnd)
{
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
::ReleaseCapture();
::SetCapture(bd->hWnd);
}
if (vd->Hwnd && vd->HwndOwned)
::DestroyWindow(vd->Hwnd);
vd->Hwnd = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// ShowParent() also brings parent to front, which is not always desirable,
// so we temporarily disable parenting. (#7354)
if (vd->HwndParent != NULL)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
::ShowWindow(vd->Hwnd, SW_SHOWNA);
else
::ShowWindow(vd->Hwnd, SW_SHOW);
// Restore
if (vd->HwndParent != NULL)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// Update Win32 parent if it changed _after_ creation
// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->HwndParent)
{
// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
// Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
// The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
// Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
// Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
// https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
vd->HwndParent = new_parent;
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
// (Optional) Update Win32 style if it changed _after_ creation.
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
DWORD new_style;
DWORD new_ex_style;
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
{
// (Optional) Update TopMost state if it changed _after_ creation
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
// Apply flags and position (since it is affected by flags)
vd->DwStyle = new_style;
vd->DwExStyle = new_ex_style;
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
}
}
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
POINT pos = { 0, 0 };
::ClientToScreen(vd->Hwnd, &pos);
return ImVec2((float)pos.x, (float)pos.y);
}
static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
}
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect;
::GetClientRect(vd->Hwnd, &rect);
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
}
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}
static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
::BringWindowToTop(vd->Hwnd);
::SetForegroundWindow(vd->Hwnd);
::SetFocus(vd->Hwnd);
}
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::GetForegroundWindow() == vd->Hwnd;
}
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::IsIconic(vd->Hwnd) != 0;
}
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
ImVector<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
// 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)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
if (alpha < 1.0f)
{
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
}
}
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
}
// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
(void)viewport;
#if 0
ImGuiStyle default_style;
//default_style.WindowPadding = ImVec2(0, 0);
//default_style.WindowBorderSize = 0.0f;
//default_style.ItemSpacing.y = 3.0f;
//default_style.FramePadding = ImVec2(0, 0);
default_style.ScaleAllSizes(viewport->DpiScale);
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
#endif
}
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)
{
// Allow secondary viewport WndProc to be called regardless of current context
ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
if (ctx == NULL)
return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::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(platform_io, hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
break;
case WM_MOVE:
viewport->PlatformRequestMove = true;
break;
case WM_SIZE:
viewport->PlatformRequestResize = true;
break;
case WM_MOUSEACTIVATE:
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
result = MA_NOACTIVATE;
break;
case WM_NCHITTEST:
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
result = HTTRANSPARENT;
break;
}
}
if (result == 0)
result = DefWindowProc(hWnd, msg, wParam, lParam);
return result;
}
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEXW);
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = ::GetModuleHandle(nullptr);
wcex.hIcon = nullptr;
wcex.hCursor = nullptr;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"ImGui Platform";
wcex.hIconSm = nullptr;
::RegisterClassExW(&wcex);
ImGui_ImplWin32_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
vd->Hwnd = bd->hWnd;
vd->HwndOwned = false;
main_viewport->PlatformUserData = vd;
}
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
{
::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}
//---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)

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@@ -7,6 +7,7 @@
// [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 (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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

File diff suppressed because it is too large Load Diff

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@@ -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.

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@@ -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.

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@@ -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);
```

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@@ -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.
@@ -127,7 +127,35 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: width, thickness, centering (#1643, #2657)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: merge docking branch (#2109)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
- docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
- docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
- docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
- docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
- docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
- docking: B~ central node resizing behavior incorrect.
- docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
- docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
- docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
- docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
- docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
- docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
- docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
- docking: B: resize grip drawn in host window typically appears under scrollbar.
- docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
- docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
- docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
- docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
- docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
- docking: B- tab bar: make selected tab always shows its full title?
- docking: B- hide close button on single tab bar?
- docking: B- nav: design interactions so nav controls can dock/undock
- docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
- docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
- docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
- docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
@@ -137,7 +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)
@@ -213,7 +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)
@@ -279,7 +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.
@@ -299,6 +327,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- viewport: make it possible to have no main/hosting viewport
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
- viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
- viewport: need to clarify how to use GetMousePos() from a user point of view.
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
@@ -329,7 +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

@@ -40,6 +40,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

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

@@ -7,7 +7,10 @@
objects = {
/* Begin PBXBuildFile section */
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; };
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; };
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
@@ -33,7 +36,11 @@
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = "<group>"; };
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; };
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
@@ -66,6 +73,7 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
@@ -76,6 +84,7 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
@@ -136,6 +145,8 @@
83BBE9E320EB46B800295997 /* Frameworks */ = {
isa = PBXGroup;
children = (
050450AC276863B000AB6805 /* QuartzCore.framework */,
05A275432773BEA20084EF39 /* QuartzCore.framework */,
05318E0E274C397200A8DE2E /* GameController.framework */,
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
@@ -153,7 +164,9 @@
isa = PBXGroup;
children = (
5079822D257677DB0038A28D /* imgui_tables.cpp */,
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
83BBEA0420EB54E700295997 /* imconfig.h */,
83BBEA0320EB54E700295997 /* imgui.cpp */,
@@ -268,9 +281,9 @@
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
@@ -281,10 +294,10 @@
files = (
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
);

View File

@@ -60,11 +60,21 @@
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
// 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 Renderer backend
ImGui_ImplMetal_Init(_device);
@@ -129,7 +139,7 @@
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
return;
return;
}
// Start the Dear ImGui frame
@@ -192,9 +202,16 @@
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
// Present
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size

View File

@@ -47,11 +47,21 @@
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
// 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_ImplOSX_Init(self);
ImGui_ImplOpenGL2_Init();
@@ -136,6 +146,13 @@
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
[[self openGLContext] flushBuffer];

View File

@@ -33,11 +33,21 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup 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;
}
// 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.
@@ -69,7 +79,7 @@ int main(int, char**)
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window);
@@ -157,6 +167,13 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -52,11 +52,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
@@ -155,6 +167,17 @@ int main(int, char**)
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}

View File

@@ -83,11 +83,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
@@ -190,6 +202,17 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
#ifdef __EMSCRIPTEN__

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

@@ -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)
@@ -263,17 +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];
{
@@ -342,11 +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
}
@@ -390,14 +388,27 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_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;
@@ -505,17 +516,25 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
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)
{
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;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup

View File

@@ -93,6 +93,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

View File

@@ -61,6 +61,7 @@ int main(int argc, char** argv)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -78,7 +79,6 @@ int main(int argc, char** argv)
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs();
// 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.

View File

@@ -71,11 +71,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -181,6 +193,13 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}

View File

@@ -24,11 +24,21 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup 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;
}
// 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.
@@ -168,6 +178,13 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -57,11 +57,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
@@ -160,6 +172,19 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}

View File

@@ -97,11 +97,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -207,6 +219,19 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -59,6 +59,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

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)
@@ -217,7 +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 };
@@ -251,17 +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];
{
@@ -330,11 +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
}
@@ -390,14 +388,27 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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_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;
@@ -514,17 +525,25 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
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)
{
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;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup

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

@@ -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());
@@ -93,11 +93,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -140,6 +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))
{
@@ -149,6 +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);
@@ -203,6 +218,19 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__
@@ -210,6 +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

@@ -43,11 +43,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -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

@@ -7,7 +7,7 @@
// - 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.
// - 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"
@@ -26,7 +26,8 @@
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;
@@ -54,6 +55,7 @@ int main(int, char**)
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();
@@ -69,7 +71,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};
init_info.GpuDevice = gpu_device;
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);
@@ -104,6 +106,7 @@ 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))
{
@@ -113,6 +116,8 @@ 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);
@@ -140,7 +145,7 @@ int main(int, char**)
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
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++;
@@ -179,7 +184,7 @@ int main(int, char**)
// 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.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;
@@ -196,7 +201,9 @@ int main(int, char**)
// 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();

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)
{
@@ -55,6 +55,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -102,6 +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))
{
@@ -111,6 +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);
@@ -172,6 +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)
@@ -222,7 +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 };
@@ -256,17 +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];
{
@@ -335,11 +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
}
@@ -347,7 +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;
@@ -394,14 +393,27 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.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;
@@ -448,6 +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))
{
@@ -457,6 +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);
@@ -518,20 +533,29 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
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)
{
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;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// 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

@@ -54,11 +54,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplDX10_Init(g_pd3dDevice);
@@ -167,6 +179,13 @@ int main(int, char**)
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
@@ -186,7 +205,6 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain

View File

@@ -54,11 +54,28 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
//io.ConfigViewportsNoDefaultParent = true;
//io.ConfigDockingAlwaysTabBar = true;
//io.ConfigDockingTransparentPayload = true;
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
// 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_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -167,6 +184,13 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
@@ -186,7 +210,6 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
@@ -241,6 +264,10 @@ void CleanupRenderTarget()
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
}
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
// 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);
@@ -269,6 +296,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
case WM_DPICHANGED:
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
{
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT* suggested_rect = (RECT*)lParam;
::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
break;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}

View File

@@ -23,8 +23,8 @@
#endif
// Config for example app
static const int APP_NUM_FRAMES_IN_FLIGHT = 3;
static const int APP_NUM_BACK_BUFFERS = 3;
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
@@ -54,7 +54,7 @@ struct ExampleDescriptorHeapAllocator
HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
FreeIndices.reserve((int)desc.NumDescriptors);
for (int n = desc.NumDescriptors; n > 0; n--)
FreeIndices.push_back(n);
FreeIndices.push_back(n - 1);
}
void Destroy()
{
@@ -133,11 +133,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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);
@@ -154,6 +166,9 @@ int main(int, char**)
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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -272,6 +287,13 @@ int main(int, char**)
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
@@ -298,7 +320,6 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain

View File

@@ -52,11 +52,23 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// 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_ImplDX9_Init(g_pd3dDevice);
@@ -177,6 +189,14 @@ int main(int, char**)
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
if (result == D3DERR_DEVICELOST)
g_DeviceLost = true;
@@ -195,7 +215,6 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
@@ -231,6 +250,10 @@ void ResetDevice()
ImGui_ImplDX9_CreateDeviceObjects();
}
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
// 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);
@@ -259,6 +282,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
case WM_DPICHANGED:
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
{
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT* suggested_rect = (RECT*)lParam;
::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
break;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}

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

@@ -33,6 +33,42 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
void ResetDeviceWGL();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Support function for multi-viewports
// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
{
assert(viewport->RendererUserData == NULL);
WGL_WindowData* data = IM_NEW(WGL_WindowData);
CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
viewport->RendererUserData = data;
}
static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
{
if (viewport->RendererUserData != NULL)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
IM_DELETE(data);
viewport->RendererUserData = NULL;
}
}
static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
{
// Activate the platform window DC in the OpenGL rendering context
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
wglMakeCurrent(data->hDC, g_hRC);
}
static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
{
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
::SwapBuffers(data->hDC);
}
// Main code
int main(int, char**)
{
@@ -62,15 +98,39 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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_InitForOpenGL(hwnd);
ImGui_ImplOpenGL3_Init();
// Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
// 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.
@@ -163,6 +223,16 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
// Present
::SwapBuffers(g_MainWindow.hDC);
}

View File

@@ -50,7 +50,7 @@ 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)
@@ -252,17 +252,15 @@ 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];
{
@@ -331,16 +329,26 @@ 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
}
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**)
{
@@ -381,14 +389,29 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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;
@@ -487,17 +510,25 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
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)
{
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;
FrameRender(wd, draw_data);
FramePresent(wd);
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup

View File

@@ -88,8 +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

6932
imgui.cpp

File diff suppressed because it is too large Load Diff

446
imgui.h
View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.7
// dear imgui, v1.91.9
// (headers)
// Help:
@@ -28,9 +28,11 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.7"
#define IMGUI_VERSION_NUM 19170
#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
/*
@@ -43,13 +45,13 @@ Index of this file:
// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
@@ -158,7 +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.
@@ -173,6 +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)
@@ -181,8 +185,9 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
@@ -194,7 +199,8 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
@@ -228,6 +234,7 @@ typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: f
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
@@ -399,10 +406,12 @@ namespace ImGui
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
@@ -414,6 +423,7 @@ namespace ImGui
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
@@ -542,7 +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
@@ -564,9 +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.
// - 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), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
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)
@@ -867,6 +878,26 @@ namespace ImGui
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// About dockspaces:
// - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
IMGUI_API ImGuiID GetWindowDockID();
IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
@@ -904,7 +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
@@ -941,8 +972,8 @@ namespace ImGui
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
@@ -972,7 +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]
@@ -1009,6 +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
@@ -1056,6 +1088,15 @@ namespace ImGui
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
// (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.)
} // namespace ImGui
//-----------------------------------------------------------------------------
@@ -1086,11 +1127,13 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
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()
@@ -1174,7 +1217,7 @@ enum ImGuiInputTextFlags_
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!
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 << 18, // Callback on pressing TAB (for completion handling)
@@ -1315,7 +1358,7 @@ enum ImGuiFocusedFlags_
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
};
@@ -1329,7 +1372,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
@@ -1359,6 +1402,27 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
enum ImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
#endif
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enum ImGuiDragDropFlags_
{
@@ -1489,6 +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)
@@ -1589,6 +1654,15 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
@@ -1607,6 +1681,11 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
};
// Enumeration for PushStyleColor() / PopStyleColor()
@@ -1652,6 +1731,8 @@ enum ImGuiCol_
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
@@ -1711,6 +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
@@ -1722,6 +1804,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
ImGuiStyleVar_COUNT
};
@@ -1751,10 +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] // "
@@ -1771,12 +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]
};
@@ -1820,6 +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
};
@@ -2133,6 +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.
@@ -2154,9 +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).
@@ -2169,12 +2267,15 @@ struct ImGuiStyle
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
float DockingSeparatorSize; // Thickness of resizing border between docked windows
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
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
@@ -2187,6 +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
};
//-----------------------------------------------------------------------------
@@ -2242,6 +2348,18 @@ struct ImGuiIO
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
// Miscellaneous options
// (you can visualize and interact with all options in 'Demo->Configuration')
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
@@ -2297,7 +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()
@@ -2338,6 +2457,7 @@ struct ImGuiIO
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
@@ -2386,6 +2506,7 @@ struct ImGuiIO
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
@@ -2403,12 +2524,14 @@ 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
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
@@ -2492,6 +2615,28 @@ struct ImGuiSizeCallbackData
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
struct ImGuiWindowClass
{
ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
};
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload
{
@@ -2571,10 +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);
@@ -2923,7 +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]
@@ -2997,7 +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
@@ -3118,7 +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);
@@ -3211,7 +3356,7 @@ struct ImDrawList
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
@@ -3232,26 +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).
int FontNo; // 0 // Index of font within TTF/OTF file
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 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.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
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).
//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; // 0 // 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)
@@ -3267,7 +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
};
@@ -3341,8 +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.
@@ -3375,7 +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.
@@ -3391,21 +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; // 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).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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
@@ -3416,7 +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
@@ -3428,8 +3575,8 @@ 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
@@ -3437,40 +3584,41 @@ struct ImFontAtlas
struct ImFont
{
// [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).
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)
// [Internal] Members: Hot ~28/40 bytes (for RenderText 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)
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)
// [Internal] Members: Cold ~32/40 bytes
// Conceptually ConfigData[] is the list of font sources merged to create this font.
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
// 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
ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering.
ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found.
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
@@ -3484,7 +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);
};
@@ -3498,11 +3645,24 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
@@ -3516,12 +3676,26 @@ struct ImGuiViewport
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
float DpiScale; // 1.0f = 96 DPI = No extra scale.
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
// 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 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)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Helpers
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
@@ -3529,7 +3703,53 @@ struct ImGuiViewport
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
//-----------------------------------------------------------------------------
// [BETA] (Optional) Multi-Viewport Support!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
// It's also an experimental feature, so some of the requirements may evolve.
// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
// Update ImGuiPlatformIO's Monitors list every frame.
// Update MousePos every frame, in absolute coordinates.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
//-----------------------------------------------------------------------------
// Access via ImGui::GetPlatformIO()
@@ -3538,7 +3758,7 @@ struct ImGuiPlatformIO
IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------
// Interface with OS and Platform backend
// Input - Interface with OS and Platform backend (most common stuff)
//------------------------------------------------------------------
// Optional: Access OS clipboard
@@ -3548,7 +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;
@@ -3563,21 +3783,89 @@ 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 Platform & Renderer backends for Multi-Viewport support
//------------------------------------------------------------------
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
// The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
// Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
// Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
// Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
// Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
ImVector<ImGuiPlatformMonitor> Monitors;
//------------------------------------------------------------------
// Output - List of viewports to render into platform windows
//------------------------------------------------------------------
// 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.
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
struct ImGuiPlatformMonitor
{
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI
void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
};
// (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)); }
};
//-----------------------------------------------------------------------------
@@ -3589,6 +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(); }

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@@ -1,4 +1,4 @@
// dear imgui, v1.91.7
// dear imgui, v1.91.9
// (drawing and font code)
/*
@@ -68,6 +68,7 @@ Index of this file:
#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 "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#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 "-Wunused-function" // warning: 'xxxx' defined but not used
@@ -143,6 +144,7 @@ namespace IMGUI_STB_NAMESPACE
#define STBTT_fabs(x) ImFabs(x)
#define STBTT_ifloor(x) ((int)ImFloor(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
#define STBTT_strlen(x) ImStrlen(x)
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
@@ -222,6 +224,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -285,6 +289,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -349,6 +355,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -374,6 +382,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
ImDrawListSharedData::ImDrawListSharedData()
{
memset(this, 0, sizeof(*this));
InitialFringeScale = 1.0f;
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
@@ -433,7 +442,7 @@ void ImDrawList::_ResetForNewFrame()
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
_FringeScale = 1.0f;
_FringeScale = _Data->InitialFringeScale;
}
void ImDrawList::_ClearFreeMemory()
@@ -1669,8 +1678,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
// Accept null ranges
if (text_begin == text_end || text_begin[0] == 0)
return;
if (text_end == NULL)
text_end = text_begin + strlen(text_begin);
// No need to strlen() here: font->RenderText() will do it and may early out.
// Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL)
@@ -1693,7 +1701,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
@@ -2375,8 +2383,8 @@ ImFontConfig::ImFontConfig()
{
memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
OversampleH = 2;
OversampleV = 1;
OversampleH = 0; // Auto == 1 or 2 depending on size
OversampleV = 0; // Auto == 1
GlyphMaxAdvanceX = FLT_MAX;
RasterizerMultiply = 1.0f;
RasterizerDensity = 1.0f;
@@ -2402,13 +2410,13 @@ ImFontConfig::ImFontConfig()
// - ImFontAtlas::AddCustomRectRegular()
// - ImFontAtlas::AddCustomRectFontGlyph()
// - ImFontAtlas::CalcCustomRectUV()
// - ImFontAtlas::GetMouseCursorTexData()
// - ImFontAtlasGetMouseCursorTexData()
// - ImFontAtlas::Build()
// - ImFontAtlasBuildMultiplyCalcLookupTable()
// - ImFontAtlasBuildMultiplyRectAlpha8()
// - ImFontAtlasBuildWithStbTruetype()
// - ImFontAtlasGetBuilderForStbTruetype()
// - ImFontAtlasUpdateConfigDataPointers()
// - ImFontAtlasUpdateSourcesPointers()
// - ImFontAtlasBuildSetupFont()
// - ImFontAtlasBuildPackCustomRects()
// - ImFontAtlasBuildRender8bppRectFromString()
@@ -2466,6 +2474,8 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor()
{ ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor()
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
@@ -2485,7 +2495,7 @@ ImFontAtlas::~ImFontAtlas()
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (ImFontConfig& font_cfg : ConfigData)
for (ImFontConfig& font_cfg : Sources)
if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
{
IM_FREE(font_cfg.FontData);
@@ -2494,12 +2504,12 @@ void ImFontAtlas::ClearInputData()
// When clearing this we lose access to the font name and other information used to build the font.
for (ImFont* font : Fonts)
if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
if (font->Sources >= Sources.Data && font->Sources < Sources.Data + Sources.Size)
{
font->ConfigData = NULL;
font->ConfigDataCount = 0;
font->Sources = NULL;
font->SourcesCount = 0;
}
ConfigData.clear();
Sources.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
// Important: we leave TexReady untouched
@@ -2521,6 +2531,7 @@ void ImFontAtlas::ClearTexData()
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
ClearInputData();
Fonts.clear_delete();
TexReady = false;
}
@@ -2573,8 +2584,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
IM_ASSERT(font_cfg->RasterizerDensity > 0.0f);
IM_ASSERT(font_cfg->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?");
// Create new font
if (!font_cfg->MergeMode)
@@ -2582,8 +2592,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
else
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
Sources.push_back(*font_cfg);
ImFontConfig& new_font_cfg = Sources.back();
if (new_font_cfg.DstFont == NULL)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
@@ -2599,8 +2609,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
// - We may support it better later and remove this rounding.
new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels);
// Pointers to ConfigData and BuilderData are otherwise dangling
ImFontAtlasUpdateConfigDataPointers(this);
// Pointers to Sources data are otherwise dangling
ImFontAtlasUpdateSourcesPointers(this);
// Invalidate texture
TexReady = false;
@@ -2670,7 +2680,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
{
// Store a short copy of filename into into the font name for convenience
const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
}
return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
@@ -2705,7 +2715,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
@@ -2752,24 +2762,24 @@ void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* ou
*out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
}
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors)
if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
IM_ASSERT(PackIdMouseCursors != -1);
ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
IM_ASSERT(atlas->PackIdMouseCursors != -1);
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
out_uv_border[0] = (pos) * TexUvScale;
out_uv_border[1] = (pos + size) * TexUvScale;
out_uv_border[0] = (pos) * atlas->TexUvScale;
out_uv_border[1] = (pos + size) * atlas->TexUvScale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
out_uv_fill[0] = (pos) * TexUvScale;
out_uv_fill[1] = (pos + size) * TexUvScale;
out_uv_fill[0] = (pos) * atlas->TexUvScale;
out_uv_fill[1] = (pos + size) * atlas->TexUvScale;
return true;
}
@@ -2778,7 +2788,7 @@ bool ImFontAtlas::Build()
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
// Default font is none are specified
if (ConfigData.Size == 0)
if (Sources.Size == 0)
AddFontDefault();
// Select builder
@@ -2820,6 +2830,13 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig
*data = table[*data];
}
void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v)
{
// Automatically disable horizontal oversampling over size 36
*out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (src->SizePixels * src->RasterizerDensity > 36.0f || src->PixelSnapH) ? 1 : 2;
*out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1;
}
#ifdef IMGUI_ENABLE_STB_TRUETYPE
// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
@@ -2860,7 +2877,7 @@ static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>*
static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
IM_ASSERT(atlas->Sources.Size > 0);
ImFontAtlasBuildInit(atlas);
@@ -2874,32 +2891,32 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
// Temporary storage for building
ImVector<ImFontBuildSrcData> src_tmp_array;
ImVector<ImFontBuildDstData> 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(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset(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++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
ImFontConfig& src = atlas->Sources[src_i];
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;
if (src_tmp.DstIndex == -1)
{
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?
return false;
}
// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src.FontData, src.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)src.FontData, font_offset))
{
IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
return false;
@@ -2907,7 +2924,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
// Measure highest codepoints
ImFontBuildDstData& 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
@@ -2985,26 +3002,30 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
buf_rects_out_n += src_tmp.GlyphsCount;
buf_packedchars_out_n += src_tmp.GlyphsCount;
// Automatic selection of oversampling parameters
ImFontConfig& src = atlas->Sources[src_i];
int oversample_h, oversample_v;
ImFontAtlasBuildGetOversampleFactors(&src, &oversample_h, &oversample_v);
// Convert our ranges in the format stb_truetype wants
ImFontConfig& cfg = atlas->ConfigData[src_i];
src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
src_tmp.PackRange.font_size = src.SizePixels * src.RasterizerDensity;
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
src_tmp.PackRange.h_oversample = (unsigned char)oversample_h;
src_tmp.PackRange.v_oversample = (unsigned char)oversample_v;
// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
const float scale = (src.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels * src.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -src.SizePixels * src.RasterizerDensity);
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
int x0, y0, x1, y1;
const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
IM_ASSERT(glyph_index_in_font != 0);
stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + cfg.OversampleH - 1);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + cfg.OversampleV - 1);
stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * oversample_h, scale * oversample_v, 0, 0, &x0, &y0, &x1, &y1);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + oversample_h - 1);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + oversample_v - 1);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
@@ -3056,7 +3077,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
// 8. Render/rasterize font characters into the texture
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontConfig& src = atlas->Sources[src_i];
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
@@ -3064,10 +3085,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
// Apply multiply operator
if (cfg.RasterizerMultiply != 1.0f)
if (src.RasterizerMultiply != 1.0f)
{
unsigned char multiply_table[256];
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply);
stbrp_rect* r = &src_tmp.Rects[0];
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
if (r->was_packed)
@@ -3085,22 +3106,22 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
// 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.
// - dst_font->Sources is != from src which is our source configuration.
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont;
ImFontConfig& src = atlas->Sources[src_i];
ImFont* dst_font = src.DstFont;
const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImCeil(unscaled_ascent * font_scale);
const float descent = ImFloor(unscaled_descent * font_scale);
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent);
const float font_off_x = src.GlyphOffset.x;
const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
const float inv_rasterization_scale = 1.0f / src.RasterizerDensity;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
@@ -3114,7 +3135,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
float y0 = q.y0 * inv_rasterization_scale + font_off_y;
float x1 = q.x1 * inv_rasterization_scale + font_off_x;
float y1 = q.y1 * inv_rasterization_scale + font_off_y;
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
dst_font->AddGlyph(&src, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
}
}
@@ -3134,17 +3155,17 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
#endif // IMGUI_ENABLE_STB_TRUETYPE
void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas)
{
for (ImFontConfig& font_cfg : atlas->ConfigData)
for (ImFontConfig& src : atlas->Sources)
{
ImFont* font = font_cfg.DstFont;
if (!font_cfg.MergeMode)
ImFont* font = src.DstFont;
if (!src.MergeMode)
{
font->ConfigData = &font_cfg;
font->ConfigDataCount = 0;
font->Sources = &src;
font->SourcesCount = 0;
}
font->ConfigDataCount++;
font->SourcesCount++;
}
}
@@ -3154,7 +3175,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f
{
font->ClearOutputData();
font->FontSize = font_config->SizePixels;
IM_ASSERT(font->ConfigData == font_config);
IM_ASSERT(font->Sources == font_config);
font->ContainerAtlas = atlas;
font->Ascent = ascent;
font->Descent = descent;
@@ -3339,7 +3360,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
if (r->Font == NULL || r->GlyphID == 0)
continue;
// Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
// Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, PixelSnapH
IM_ASSERT(r->Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(r, &uv0, &uv1);
@@ -3675,21 +3696,8 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
ImFont::ImFont()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
FallbackChar = 0;
EllipsisChar = 0;
EllipsisWidth = EllipsisCharStep = 0.0f;
EllipsisCharCount = 0;
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
ConfigDataCount = 0;
DirtyLookupTables = false;
memset(this, 0, sizeof(*this));
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
@@ -3709,7 +3717,7 @@ void ImFont::ClearOutputData()
DirtyLookupTables = true;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
}
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
@@ -3732,17 +3740,17 @@ void ImFont::BuildLookupTable()
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (ImWchar)i;
IndexLookup[codepoint] = (ImU16)i;
// Mark 4K page as used
const int page_n = codepoint / 4096;
Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
const int page_n = codepoint / 8192;
Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
}
// Create a glyph to handle TAB
@@ -3756,12 +3764,14 @@ void ImFont::BuildLookupTable()
tab_glyph.Codepoint = '\t';
tab_glyph.AdvanceX *= IM_TABSIZE;
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
IndexLookup[(int)tab_glyph.Codepoint] = (ImU16)(Glyphs.Size - 1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)' '))
glyph->Visible = false;
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)'\t'))
glyph->Visible = false;
// Setup Fallback character
const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
@@ -3784,7 +3794,7 @@ void ImFont::BuildLookupTable()
// Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 };
const ImWchar ellipsis_chars[] = { Sources->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 };
const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
if (EllipsisChar == 0)
EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
@@ -3804,57 +3814,51 @@ void ImFont::BuildLookupTable()
}
}
// API is designed this way to avoid exposing the 4K page size
// API is designed this way to avoid exposing the 8K page size
// e.g. use with IsGlyphRangeUnused(0, 255)
bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
{
unsigned int page_begin = (c_begin / 4096);
unsigned int page_last = (c_last / 4096);
unsigned int page_begin = (c_begin / 8192);
unsigned int page_last = (c_last / 8192);
for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
if ((page_n >> 3) < sizeof(Used4kPagesMap))
if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
if ((page_n >> 3) < sizeof(Used8kPagesMap))
if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
return false;
return true;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::GrowIndex(int new_size)
{
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
if (new_size <= IndexLookup.Size)
return;
IndexAdvanceX.resize(new_size, -1.0f);
IndexLookup.resize(new_size, (ImWchar)-1);
IndexLookup.resize(new_size, (ImU16)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
// 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font.
void ImFont::AddGlyph(const ImFontConfig* src, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
if (cfg != NULL)
if (src != NULL)
{
// Clamp & recenter if needed
const float advance_x_original = advance_x;
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX, src->GlyphMaxAdvanceX);
if (advance_x != advance_x_original)
{
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
x0 += char_off_x;
x1 += char_off_x;
}
// Snap to pixel
if (cfg->PixelSnapH)
if (src->PixelSnapH)
advance_x = IM_ROUND(advance_x);
// Bake spacing
advance_x += cfg->GlyphExtraSpacing.x;
// Bake extra spacing
advance_x += src->GlyphExtraAdvanceX;
}
int glyph_idx = Glyphs.Size;
@@ -3872,6 +3876,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa
glyph.U1 = u1;
glyph.V1 = v1;
glyph.AdvanceX = advance_x;
IM_ASSERT(Glyphs.Size < 0xFFFF); // IndexLookup[] hold 16-bit values and -1 is reserved.
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
// We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
@@ -3885,33 +3890,33 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
if (dst < index_size && IndexLookup.Data[dst] == (ImU16)-1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImU16)-1;
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
// Find glyph, return fallback if missing
const ImFontGlyph* ImFont::FindGlyph(ImWchar c)
ImFontGlyph* ImFont::FindGlyph(ImWchar c)
{
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
const ImU16 i = IndexLookup.Data[c];
if (i == (ImU16)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
}
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c)
ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c)
{
if (c >= (size_t)IndexLookup.Size)
return NULL;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
const ImU16 i = IndexLookup.Data[c];
if (i == (ImU16)-1)
return NULL;
return &Glyphs.Data[i];
}
@@ -4032,7 +4037,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining)
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this.
const float line_height = size;
const float scale = size / FontSize;
@@ -4125,15 +4130,15 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip)
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
if (y > clip_rect.w)
return;
if (!text_end)
text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const float origin_x = x;
@@ -4144,7 +4149,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end)
{
const char* line_end = (const char*)memchr(s, '\n', text_end - s);
const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s);
if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
@@ -4168,7 +4173,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
float y_end = y;
while (y_end < clip_rect.w && s_end < text_end)
{
s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end);
s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
@@ -4316,6 +4321,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
@@ -4390,6 +4396,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half
}
}
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
{
draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f) return IM_PI * 0.5f;
@@ -4475,6 +4489,17 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer,
if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
}
ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold)
{
bool round_l = r_in.Min.x <= r_outer.Min.x + threshold;
bool round_r = r_in.Max.x >= r_outer.Max.x - threshold;
bool round_t = r_in.Min.y <= r_outer.Min.y + threshold;
bool round_b = r_in.Max.y >= r_outer.Max.y - threshold;
return ImDrawFlags_RoundCornersNone
| ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0)
| ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.91.7
// 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
@@ -130,17 +131,27 @@ 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)
struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
@@ -159,6 +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
@@ -172,12 +184,14 @@ struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode().
struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
// Flags
@@ -211,6 +225,9 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
// [SECTION] Macros
//-----------------------------------------------------------------------------
// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
// Debug Printing Into TTY
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
#ifndef IMGUI_DEBUG_PRINTF
@@ -222,7 +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.
#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)
@@ -232,6 +249,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#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)
// Static Asserts
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
@@ -359,11 +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).
@@ -462,7 +484,7 @@ static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * (T)t); }
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
@@ -736,6 +758,7 @@ struct ImGuiTextIndex
// Helper: ImGuiStorage
IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
@@ -778,8 +801,9 @@ struct IMGUI_API ImDrawListSharedData
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
// Lookup tables
@@ -800,17 +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
@@ -828,7 +873,7 @@ struct ImGuiDataTypeInfo
// Extend ImGuiDataType_
enum ImGuiDataTypePrivate_
{
ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1,
ImGuiDataType_Pointer = ImGuiDataType_COUNT,
ImGuiDataType_ID,
};
@@ -892,7 +937,7 @@ enum ImGuiItemStatusFlags_
enum ImGuiHoveredFlagsPrivate_
{
ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
};
@@ -1029,23 +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
{
@@ -1186,33 +1214,45 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9,
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;
ImGuiCond DockCond;
ImVec2 PosVal;
ImVec2 PosPivotVal;
ImVec2 SizeVal;
ImVec2 ContentSizeVal;
ImVec2 ScrollVal;
ImGuiWindowFlags WindowFlags; // Only honored by BeginTable()
ImGuiChildFlags ChildFlags;
bool PosUndock;
bool CollapsedVal;
ImRect SizeConstraintRect;
ImGuiSizeCallback SizeCallback;
void* SizeCallbackUserData;
float BgAlphaVal; // Override background alpha
ImGuiID ViewportId;
ImGuiID DockId;
ImGuiWindowClass WindowClass;
ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
ImGuiWindowRefreshFlags RefreshFlagsVal;
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; }
};
enum ImGuiNextItemDataFlags_
@@ -1229,7 +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()
@@ -1297,6 +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
@@ -1385,6 +1427,7 @@ enum ImGuiInputEventType
ImGuiInputEventType_MousePos,
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_MouseViewport,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Focus,
@@ -1405,6 +1448,7 @@ enum ImGuiInputSource
struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; };
@@ -1419,6 +1463,7 @@ struct ImGuiInputEvent
ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
@@ -1812,8 +1857,155 @@ struct IMGUI_API ImGuiMultiSelectState
// [SECTION] Docking support
//-----------------------------------------------------------------------------
#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill
#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents
#ifdef IMGUI_HAS_DOCK
// <this is filled in 'docking' branch>
// Extend ImGuiDockNodeFlags_
enum ImGuiDockNodeFlagsPrivate_
{
// [Internal]
ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button)
ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button
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.
ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes.
ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node.
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,
// When splitting, those local flags are moved to the inheriting child, never duplicated
ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
};
// Store the source authority (dock node vs window) of a field
enum ImGuiDataAuthority_
{
ImGuiDataAuthority_Auto,
ImGuiDataAuthority_DockNode,
ImGuiDataAuthority_Window,
};
enum ImGuiDockNodeState
{
ImGuiDockNodeState_Unknown,
ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
ImGuiDockNodeState_HostWindowVisible,
};
// sizeof() 156~192
struct IMGUI_API ImGuiDockNode
{
ImGuiID ID;
ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node
ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows
ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
ImGuiDockNodeState State;
ImGuiDockNode* ParentNode;
ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
ImGuiTabBar* TabBar;
ImVec2 Pos; // Current position
ImVec2 Size; // Current size
ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
ImGuiWindowClass WindowClass; // [Root node only]
ImU32 LastBgColor;
ImGuiWindow* HostWindow;
ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
int CountNodeWithWindows; // [Root node only]
int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
int LastFrameActive; // Last frame number the node was updated.
int LastFrameFocused; // Last frame number the node was focused.
ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected.
ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window.
ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL.
ImGuiDataAuthority AuthorityForPos :3;
ImGuiDataAuthority AuthorityForSize :3;
ImGuiDataAuthority AuthorityForViewport :3;
bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
bool IsFocused :1;
bool IsBgDrawnThisFrame :1;
bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
bool HasWindowMenuButton :1;
bool HasCentralNodeChild :1;
bool WantCloseAll :1; // Set when closing all tabs at once.
bool WantLockSizeOnce :1;
bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
bool WantHiddenTabBarUpdate :1;
bool WantHiddenTabBarToggle :1;
ImGuiDockNode(ImGuiID id);
~ImGuiDockNode();
bool IsRootNode() const { return ParentNode == NULL; }
bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
bool IsSplitNode() const { return ChildNodes[0] != NULL; }
bool IsLeafNode() const { return ChildNodes[0] == NULL; }
bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
};
// List of colors that are stored at the time of Begin() into Docked Windows.
// We currently store the packed colors in a simple array window->DockStyle.Colors[].
// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
enum ImGuiWindowDockStyleCol
{
ImGuiWindowDockStyleCol_Text,
ImGuiWindowDockStyleCol_TabHovered,
ImGuiWindowDockStyleCol_TabFocused,
ImGuiWindowDockStyleCol_TabSelected,
ImGuiWindowDockStyleCol_TabSelectedOverline,
ImGuiWindowDockStyleCol_TabDimmed,
ImGuiWindowDockStyleCol_TabDimmedSelected,
ImGuiWindowDockStyleCol_TabDimmedSelectedOverline,
ImGuiWindowDockStyleCol_COUNT
};
// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to.
struct ImGuiWindowDockStyle
{
ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
};
struct ImGuiDockContext
{
ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
ImVector<ImGuiDockRequest> Requests;
ImVector<ImGuiDockNodeSettings> NodesSettings;
bool WantFullRebuild;
ImGuiDockContext() { memset(this, 0, sizeof(*this)); }
};
#endif // #ifdef IMGUI_HAS_DOCK
//-----------------------------------------------------------------------------
@@ -1824,10 +2016,24 @@ struct IMGUI_API ImGuiMultiSelectState
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
int Idx;
int LastFrameActive; // Last frame number this viewport was activated by a window
int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback)
ImGuiID LastNameHash;
ImVec2 LastPos;
ImVec2 LastSize;
float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
float LastAlpha;
bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
short PlatformMonitor;
int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 LastPlatformPos;
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
// Per-viewport work area
// - Insets are >= 0.0f values, distance from viewport corners to work area.
@@ -1838,8 +2044,9 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
ImVec2 BuildWorkInsetMax; // "
ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
@@ -1862,14 +2069,19 @@ struct ImGuiViewportP : public ImGuiViewport
struct ImGuiWindowSettings
{
ImGuiID ID;
ImVec2ih Pos;
ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
ImVec2ih Size;
ImVec2ih ViewportPos;
ImGuiID ViewportId;
ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
ImGuiID ClassId; // ID of window class if specified
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
bool Collapsed;
bool IsChild;
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
bool WantDelete; // Set to invalidate/delete the settings entry
ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); }
ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; }
char* GetName() { return (char*)(this + 1); }
};
@@ -1905,6 +2117,9 @@ enum ImGuiLocKey : int
ImGuiLocKey_WindowingUntitled,
ImGuiLocKey_OpenLink_s,
ImGuiLocKey_CopyLink,
ImGuiLocKey_DockingHideTabBar,
ImGuiLocKey_DockingHoldShiftToDock,
ImGuiLocKey_DockingDragToUndockOrMoveNode,
ImGuiLocKey_COUNT
};
@@ -1949,8 +2164,8 @@ enum ImGuiDebugLogFlags_
ImGuiDebugLogFlags_EventIO = 1 << 7,
ImGuiDebugLogFlags_EventFont = 1 << 8,
ImGuiDebugLogFlags_EventInputRouting = 1 << 9,
ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch
ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch
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_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY
@@ -1984,7 +2199,7 @@ struct ImGuiMetricsConfig
bool ShowDrawCmdMesh = true;
bool ShowDrawCmdBoundingBoxes = true;
bool ShowTextEncodingViewer = false;
bool ShowAtlasTintedWithTextColor = false;
bool ShowDockingNodes = false;
int ShowWindowsRectsType = -1;
int ShowTablesRectsType = -1;
int HighlightMonitorIdx = -1;
@@ -2011,6 +2226,7 @@ struct ImGuiIDStackTool
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiTextBuffer ResultPathBuf;
ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
};
@@ -2044,15 +2260,18 @@ struct ImGuiContext
ImGuiIO IO;
ImGuiPlatformIO PlatformIO;
ImGuiStyle Style;
ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame()
ImGuiConfigFlags ConfigFlagsLastFrame;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
float FontScale; // == FontSize / Font->FontSize
float CurrentDpiScale; // Current window/viewport DpiScale
float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale
ImDrawListSharedData DrawListSharedData;
double Time;
int FrameCount;
int FrameCountEnded;
int FrameCountPlatformEnded;
int FrameCountRendered;
ImGuiID WithinEndChildID; // Set within EndChild()
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
@@ -2075,13 +2294,13 @@ 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.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos;
int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
@@ -2158,7 +2377,16 @@ struct ImGuiContext
ImVector<ImGuiTreeNodeStackData>TreeNodeStack; // Stack for TreeNode()
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewportId;
ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors
int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Keyboard/Gamepad Navigation
bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
@@ -2328,6 +2556,12 @@ struct ImGuiContext
// Platform support
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
ImGuiID PlatformImeViewport;
// Extensions
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
ImGuiDockContext DockContext;
void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
// Settings
bool SettingsLoaded;
@@ -2386,6 +2620,7 @@ struct ImGuiContext
ImGuiMetricsConfig DebugMetricsConfig;
ImGuiIDStackTool DebugIDStackTool;
ImGuiDebugAllocInfo DebugAllocInfo;
ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node.
// Misc
float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
@@ -2449,6 +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).
@@ -2463,9 +2704,13 @@ struct IMGUI_API ImGuiWindow
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
@@ -2481,6 +2726,7 @@ struct IMGUI_API ImGuiWindow
float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID TabId; // == window->GetID("#TAB")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImVec2 Scroll;
@@ -2490,6 +2736,9 @@ 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;
bool WriteAccessed; // Set to true when any widget access the current window
@@ -2519,6 +2768,7 @@ struct IMGUI_API ImGuiWindow
ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use.
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
@@ -2538,11 +2788,15 @@ struct IMGUI_API ImGuiWindow
ImVec2ih HitTestHoleOffset;
int LastFrameActive; // Last frame number the window was Active.
int LastFrameJustFocused; // Last frame number the window was made Focused.
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault;
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)
@@ -2551,6 +2805,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* ParentWindowInBeginStack;
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
@@ -2565,6 +2820,17 @@ struct IMGUI_API ImGuiWindow
int MemoryDrawListVtxCapacity;
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
// Docking
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
bool DockNodeIsVisible :1;
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
bool DockTabWantClose :1;
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
ImGuiWindowDockStyle DockStyle;
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
public:
ImGuiWindow(ImGuiContext* context, const char* name);
~ImGuiWindow();
@@ -2577,7 +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; 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); }
};
@@ -2600,13 +2866,16 @@ 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_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() 40 bytes)
// Storage for one active tab item (sizeof() 48 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
float Offset; // Position relative to beginning of tab
@@ -2773,7 +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)
@@ -2787,7 +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;
@@ -2819,7 +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
@@ -2863,6 +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;
@@ -2915,7 +3185,7 @@ struct IMGUI_API ImGuiTableTempData
ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
};
// sizeof() ~ 12
// sizeof() ~ 16
struct ImGuiTableColumnSettings
{
float WidthOrWeight;
@@ -2924,7 +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()
@@ -2934,7 +3204,7 @@ struct ImGuiTableColumnSettings
Index = -1;
DisplayOrder = SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
IsEnabled = 1;
IsEnabled = -1;
IsStretch = 0;
}
};
@@ -2965,7 +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);
@@ -2973,7 +3244,7 @@ namespace ImGui
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
@@ -2982,7 +3253,7 @@ namespace ImGui
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field.
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
@@ -3004,9 +3275,8 @@ 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]; }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
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);
// Init
@@ -3018,6 +3288,7 @@ namespace ImGui
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
@@ -3027,8 +3298,13 @@ namespace ImGui
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
// Viewports
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size);
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
// Settings
IMGUI_API void MarkIniSettingsDirty();
@@ -3085,14 +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();
@@ -3107,6 +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);
@@ -3243,6 +3520,61 @@ namespace ImGui
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// Docking
// (some functions are only declared in imgui.cpp, see Docking section)
IMGUI_API void DockContextInitialize(ImGuiContext* ctx);
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
IMGUI_API void DockContextEndFrame(ImGuiContext* ctx);
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node);
IMGUI_API void DockNodeEndAmendTabBar();
inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; }
inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open);
IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window);
IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window);
IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
// Docking - Builder function needs to be generally called before the node is used/submitted.
// - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
// - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
// - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
// You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
// - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
// - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
// to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
// - Call DockBuilderFinish() after you are done.
IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
IMGUI_API void DockBuilderFinish(ImGuiID node_id);
// [EXPERIMENTAL] Focus Scope
// This is generally used to identify a unique input location (for e.g. a selection set)
// There is one per window (automatically set in Begin), but:
@@ -3355,9 +3687,11 @@ namespace ImGui
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);
inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }
IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
@@ -3366,6 +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);
@@ -3394,8 +3729,10 @@ namespace ImGui
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
// Widgets
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
@@ -3409,7 +3746,7 @@ namespace ImGui
// Widgets: Window Decorations
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool CollapseButton(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 draw_rounding_flags = 0);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
@@ -3457,6 +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);
@@ -3501,6 +3839,7 @@ namespace ImGui
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
@@ -3517,6 +3856,7 @@ namespace ImGui
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx);
IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
@@ -3552,15 +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, v1.91.7
// 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
@@ -230,6 +231,7 @@ 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
@@ -340,6 +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;
}
@@ -374,6 +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)
@@ -414,12 +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)
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0)
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();
@@ -572,6 +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;
@@ -971,7 +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;
@@ -1050,7 +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)
{
@@ -1383,7 +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;
@@ -1493,7 +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;
@@ -1558,6 +1567,31 @@ 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)
@@ -1586,7 +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;
@@ -1604,27 +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)
@@ -1633,7 +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);
}
}
@@ -2032,7 +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;
@@ -2099,7 +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);
}
@@ -3712,6 +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;
@@ -3728,14 +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;
}
@@ -3831,8 +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

@@ -55,4 +55,8 @@ More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/crea
<DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
</Type>
<Type Name="ImGuiDockNode">
<DisplayString>{{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} }</DisplayString>
</Type>
</AutoVisualizer>

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

@@ -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:
@@ -163,7 +166,7 @@ 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);
@@ -182,12 +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);
@@ -195,7 +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)
@@ -222,11 +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;
}
@@ -269,11 +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;
@@ -316,7 +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;
@@ -443,7 +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);
@@ -458,36 +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
@@ -577,7 +577,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontConfig& src = atlas->Sources[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
@@ -585,10 +585,10 @@ 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
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
@@ -687,18 +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++)
@@ -724,7 +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);